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Readers  Speak  Out  On  Software  Piracy! 


COMPUTE'S 


June 
1988 


S3  00 

14  35  Cunnaa 


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BUYS, 
PICK1  FREE! 

We're  sure  that  amongst  all  these  choices, 
there's  one  that  you'd  like  to  pick  -  for  free.  So,  go 
Qtieod  -  exercise  your  free  choice  by  visiting  your 
nearest  retailer.  Buy  any  two  of  these  best-selling 
Electronic  Arts  products  between  April  1 1988  and 
June  30, 1988  -  and  pick  a  third  one  for  freel 

To  redeem  your  free  software,  simply  fill  out 
either  your  retailer's  coupon  or  the  coupon  in  this 
ad,  and  mail  it  with  your  proofs  of  purchase  (see 
requirements  on  coupon)  olong  with  S3  for  shipping 
and  handling.  If  you  can't  find  a  participating' 
retailer,  order  direct  by  calling  800-245-4526  (in 
CA,  call  800-562-1112\  Just  tell  us  which  products 
you  want  to  buy,  ana  what  you  wont  for  free,  Have 
your  Visa/MC  numbers  ready 


YOUR  CHOICES 


•  Amnesia 

•  Arcticlox 

•  The  Bard's  lole 

•  The  Bard's  Tale  II 

•  Chuck  Yeager"?  AR 

•  Deathlord 

•  Demon  Stalkers 

•  Dragon's  Lair 

•  Earl  Weaver  Baseball 

•  EOS:  Earth  Orbit  Stations 

•  Get  Organized 

•  GfondSlam  Bridge 

•  Instant  Music 


I  Instant  Pages 

<  Intelinype 

'  Legacy  of  the  Ancients 

>  Marble  Madness 

'  Potton  vs.  tommel 

>  PHM  Pegasus 

'  Return  to  Atlantis 
'  Skate  or  Die 
•  Skyfox  II 
'  Starflight 
'  Strike  Fleet 
■  Woria  Tour  Golf 


•  B/Graph 

•  The  Consultant 

•  DEGAS  Elite 

•  DtskTools  Rus 

•  Homepak 

•  IS  Tolk 

•  Outrageous  Pages 

•  PoperCllp  Publisher 

•  Paperclip  with  Spellpak 

•  Paperclip  111 

•  Thunder! 

•  Timelink 


Product  availability  varies  by  computer  formot. 
Ask  your  retailer  or  coll  (415)  572-2787  for  detaila 


AND  YOUR 


Choose  from  our  Deluxe  Creattvtty  Series  for  your  purcfrose  products.  Or, 
redeem  (ree  Deluxe  software  wtien  you  buy  any  two  of  these  Deluxe  products: 


•  DeluxelVluslc 
Construction  Set 

•  DeluxePolnt 


•  DeluxePaInt  II 

•  DeluxePtKitolnb 


•  DekjxePioductlons 

•  DeluxeVideo 

•  DeluxePrint  II 


ELECTRONIC  ARTS^ 


AI  products  are  registered/trcxtennorfe  of  Electronic  Arts 


MAIL-  IN  COUPON 


Pteose  send  mf  tee  softwoie  to  the  fotowng  oddresi  I  hcve 
enclosed  I  he  required  poofs  of  pichose  (specified  below)  and  S3 
(check  or  mone/  ORJer  pa/able  to  Elect(or»c  Arts)  for  shipping  ond 
handing. 

Nome 

Adctess 


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My  free  sofhwore  choice . 


The  computer  l  own ^ 

ITOOf  OF  PURCHASE  REQUIREMENTS:  Sand  tho  Poiowna  ofigiry*  rtem  i).me 
dol^  CCfih  register  topefs)  o"  soles  fficeipt[$)  shcMng  The  Two  producTs  yaj  pi/- 
ctoied  arid  2).  find  The  Convrtmd  Summoy  Card  or  ITie  Manual  (whof9  no  Com- 
mond  Surrmofv  Card  eiSts)  InskJa  each  ptKkage.  cut  off  the  port  nurrto  on  the 
bock,  Icwef  portion  oT  The  Cofd  or  Mont^ 

MAJL  ID  ttecttofilc  ArTi  Off  2  PCX  1  fP!E.  TO  to  /S30.  Son  Matgo.  CA  'J'UOl 
Oi*^  vakj  lequwts  poiimarii«J  by  Wy  ^.  WM  wi  ho  tonoiBd  Alow  J-4  weoki 


Improved  3D  animation  techniques  provide  drama- 
ticilly  faster  frame  rates  for  all  cockpit  views. 
Multiple  external  viewpoints  ;ire  also  availalile.  And 
Stealth  Mission  includes  complete  VOR,  ILS,  ADF, 
and  DME  avionics  for  cross-country  navigation. 

Stealth  Mission,  the  ultimate  strategic  simulation. 
From  SubLOGIC. 

See  Your  Dealer... 

Stealth  Mission  is  a\'ailahle  on  disk  for  the  Commo- 
dore 64/128  computers  for  the  suRgested  retail  price 
of  $49.95.  For  direct  ordere  please  include  $2.00  for 
shipping  (outside  U.S.  $6.25)  and  specify  Ui'S  or  first 
clas.s  mail  deli\'er\'.  Visa,  MasterCard,  American  Ex- 
press, and  Diners  Club  charges  accepted. 


Introducing  a  new  generation  of  strategic  gaming 
excellence  from  SubLOGIC!  Stealth  Mission 
redefines  the  state  of  the  art  in  simulation  .sophistica- 
tion and  playabilitv. 

Easy  flight  and  navigation  controls,  automatic  land- 
ing and  refueling  .systems,  and  a  realtime  pause  fea- 
ture allow  you  to  exercise  your  strategic  skills  to  the 
fullest.  Qualic>'  programming  eliminates  anno>'ing 
dLsk  access.  ] 

Stealth  Mission  lets  you  fly  three  different  jets;  an 
F-19  Stealth  fighter,  the  experimental  forward-swept 
wing  X-29,  and  a  Navy  F- 14  Tomcat.  Different  fl\ing 
techniques  and  weapons  maximize  the  effectivene.ss 
of  each  aircnift.  Even  the  Stealth  fighter  can  he 
deteaed  if  you're  not  careful. 

Selea  from  eight  different  missions  and  ten  skill 
levels.  Choose  the  most  effective  ordnance  to 
accomplish  your  mission  goals.  A  targeting 
computer  helps  you  detect,  track,  and  lock  onto 
enemy  targets.  Electronic  Counter-Measures  protect 
you  from  land,  sea,  and  airborne  enemy  threats. 


^  19HH  Stihi.ociic  CiiriHirjiiiin 

CummiKliin-  lit  mil  QKiinKKliinr  1214  UK  Kf^Mreil  trmianiiik'i  111  Cttmnukkm 

Beonintrs.  Uii 


Locked  on  Target' 


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Attack  at  Sunrlae 


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713  Edge  brook  Drive 
Ctiampaign  IL  G1620 

ORDE^  LINE;  (BOOy  637-4983 


Pop-Up  Inslrument  Pansl 


COMPUTEi's 

mmtTt 


©@01lt^©Kl^i 


June  1988     Vol.  6,  No.  6 


features 


Commodore-Ready  Printers;  The  New  Generation     Tom  Netsel  . . 
A  Buyer's  Guide  to  Commodore-Ready  Printers    Mickey  McLean 
A  Guide  to  Commodore  User  Groups,  Part  2    Mickey  McLean  .  . . 


12 
16 
63 


reviews 


Super  Snapshot  3.0  and  SItdeshow  Creator 

Kung-fu  Master     Robert  Bixby 

Skyfox  II:  The  Cygnus  Conflict     Ervin  Bobo 
Tetria     David  and  Robin  Minnick 


Art  Hunkins 


22  64 

26  64 

27  64 
27  64 


games 


Square  Logix    Leonard  Morris  

Arcade  Volieybali     Rhett  Anderson  and  David  Hensley,  Jr. 
Jericho     Robert  Bixby    


30      128 
32      64 
66      64 


programming 


Ramdisk  64    Bruce  Thompson 

Big  Screen  Converter    Robert  Bixby 

Pointer    Charles  Prince    , 

Graphics  Wedge    Philiip  A.  Gilley 

Exceifont  80:  Super  Character  Editor  lor  the  128    Daihung  Do    .  . . . 

Eight  Thousand  Dragons    Paul  Carlson 

BASIC  tor  Beginners;  My  Dear  Aunt  Sally    Larry  Cotton 

(Machine  Language  Programming:  Where  to  Locate    Jim  Buttertieid 
3-D  Bar  Grapher  for  the  128    Jon  Atkinson    


44  64 

45  64 
52  64 
54  64 
56  128 

59  64 

60  128/64/+4/16 
62  128/64 

67  128 


departments 


The  Editor's  Notes    i.arjce  Elko 

Letters  to  the  Editor   

Gazette  Feedback    Editors  and  Readers    

D'lverstons:  8K  Memory  Is  Enoughl    Fred  D'Ignazio   

Horizons:  Piracy — The  Readers  Speak  Out    Todd  Heimarck    . 

Simple  Answers  to  Commori  Questions     Tom  R  HalfhitI 

The  GEOS  Column:  g&oPaInt  Super  Chart    E.  Wliliam  Huffman 
Bug-5watter:  Modifications  and  Corrections    


.  4  * 

,  6  * 

,   8  * 

37  * 

38  * 

40  • 

41  64 

42  * 


program  listings 


How  to  Type  In  COMPUTEi's  Gazette  Programs 

The  Automatic  Proofreader    

MLX:  Machine  Language  Entry  Program  for  Commodore  64  and  128 

Advertisers  Index    


.  84  * 

.  86  126/64/+4/16 

.  88  128/64 

100 


=General.  64=Commodore  64.  +4=  Plus/4,  16=Commodore  16,  128=Commodc^e  128 


COMPUTEI'S  GAZETTE  (ISSN  073?-371 6)  is  a  COMPUTE!  Publcatton,  and  is  puWishiHl  monthl/  by  ABC  Consumer  Magazines,  (nc.  825  Sevonlh  Avo.,  Now  Yorh,  NY  10019,  n  Oivisron  of 
ABC  PuWistimg,  Inc,  a  Capilal  Cities^ABC  Inc.,  company.  S)  1988  ABC  Consumer  Magailnas,  Inc,  All  rlghls  reserved.  Editorial  oflicea  are  located  al  Suila  200,  324  West  Wondo/er  A»e 
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postage  paid  al  Mew  Yori<.  NY  and  addtttonal  mailing  olfices. 


Everyone  has  to  take  science 
courses  in  high  school.  The  big 
problem  for  me  started  with  chem- 
istry class.  A  barrage  of  elements, 
minerals,  and  chemicals,  each  with 
strange,  cryptic  abbreviations. 
Then  came  the  bizarre  chains  that 
represent  the  various  molecular 
structures:  If  u-e  add  H;  here,  will 
oxidation  take  place?  If  so,  how  is 
the  carbon  chain  affected?  Draw  the 
new  chain.  You  may  recall  the 
strange  little  diagrams  that  looked 
like  many  strings  of  pearls  after 
several  hours  in  a  clothes  dryer. 

It  was  then  that  I  began  to  sus- 
pect the  Great  Scheme.  All  of  this 
information  was  too  abstract,  too 
far  removed  from  the  real  world  1 
thought  I  was  beginning  to  under- 
stand through  history,  English, 
geography,  even  math.  Well  con- 
trived, 1  thought,  but  not  clever 
enough.  People  who  had  little  or  no 
talent  for  self-expression — writing, 
music,  and  art,  for  example — had 
long  ago  invented  a  secret  society 
for  the  institution  of  bogus  scientific 
systems  and  subsystems  which  has 
continued  to  expand  and  codify 
over  the  decades  and  centuries. 

The  culmination  of  my  expe- 
rience with  that  chemistry  class  was 
a  drawing  I  made  in  answer  to  a  fi- 
nal-exam question  requiring  one  of 
those  molecular  chain  contrivances. 
I  drew  a  picture  of  bacon  and  eggs. 

Freshman  year,  college.  Re- 
quired: Chemistry  101,  with  a  two- 
hour  lab  every  Friday.  In  the  labs,  1 
remember  pouring  combinations  of 
oddly  colored  solutions  together  to 
make  an  even  stranger-colored  one 
with,  maybe,  some  smoke  rising. 
On  paper,  the  string  of  pearls  be- 
came even  more  convoluted.  My 
Great  Scheme  suspicions  were  now 
zealous  convictions. 

While  I  held  these  beliefs 
closely  over  the  years,  I  never 
shared  them  until  many  years  later. 
My  wife  is  very  strong  in  the  sci- 
ences and  had  taken  a  lot  of  chem- 

4     COMPUTErs  Gazette     June  1988 


istry  and  related  courses  in  college. 
She  was,  by  then,  a  clinical  dieti- 
tian. One  day  after  work,  she  was 
discussing  how  a  certain  hospital 
patient  required  this  and  that,  but 
no  potassium — and  an  IV  solution 
because  of  electrolyte  imbalance.  I 
let  loose.  The  restraining  walls  that 
had  held  my  pet  theory  for  so  many 
years  erupted.  I  accused  her  of 
propagating  the  confounding  con- 
spiracy, the  Great  Scheme.  She 
laughed,  hard.  But  I  knew  her  to  be 
an  honest  woman — and  this  added 
to  my  confusion. 

In  January  1983,  intrigued  by  a 
new  mass-market  product — the  per- 
sonal computer- — I  splurged  and  pur- 
chased a  Commodore  64  for  $400. 
Computers  fascinated  me.  After 
learning  to  program,  I  was  hooked. 

The  following  Thanksgiving, 
having  been  at  COMPUTE!  since 
the  previous  spring,  I  returned 
home  with  my  wife  for  the  holi- 
days. Sitting  around  the  table,  some 
curious  family  members  asked  me 
questions  about  how  these  new 
computers  worked.  As  the  ques- 
tions and  answers  became  more 
complex,  I  heard  myself  explaining 
things  about  serial  and  parallel  data 
transfer,  raster  interrupts,  data  stor- 
age, binary  math,  and  electron  guns 
used  with  RGB  monitors.  Electron 
guns?  The  great  revelation,  1  had 
become  a  co-conspirator  with  my 
wife  and  old  chemistry  teachers.  I 
was  now  part  of  the  Great  Scheme. 

Welcome  to  the  wonderful 
world  of  science. 


(\ua  jJh 


Lance  Elko 
Senior  Editor 


COMPUTEI's 


FOR  COMMODORE  -E'-JSONAL  COM°UTE(;  USEIK 


Editor 

Lnncs  Elko 

Aft  Director 

Janice  R.  Fary 

Features  Editor 

Keith  Ferrell 

Teennieal  Editor 

Patrick  Perrlih 

Assistant  Editors 

Hhett  Anderson 

Clifton  Kernel 

Assistant  Technical  Editor 

Dale  McBane 

Assistant  Features  Editor 

Tom  Netsel 

Assistant  Editof. 

Submiillons  &  Disit  Products 

Editorial  Assistant 

Mickey  McLeen 

Copy  Editors 

Karen  Slepek 

Lori  Sonoikl 

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Karen  Uhlendort 

Pfogramming  Assistant 

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Contnbtrting  Editors 

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Jim  Butterfield 

(Toronio,  Canatla) 

Fred  □'Ignailo 

(E.  Lansing,  Ml) 

ART  DEPARTMENT 

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PftlMTEDiN  TweU.SA 


e 


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Higher  Intelligence. 


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In  a  news  report  you  never  saw.  Or  in  a 
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Plain  Vanilla  Reviews 

Let's  discuss  your  software  reviews. 
They  are  much  too  vanilla.  What  is 
sorely  needed  is  a  rating  system  that 
will  rate  software  in  several  categories, 
including  a  warning  if  the  product's 
copy-protection  scheme  will  rattle  the 
disk  drive  head. 

Robert  Nellist 
Brockport,  NY 

We've  heard  this  complaint  off  attd  on 
over  the  past  five  years,  and  we  addressed 
it  way  back  in  the  ]u\y  ISSi  issue.  We 
haven't  stated  our  position  on  software  re- 
vicivs  in  recent  years,  so  since  it  remains 
the  same,  here's  how  we  addressed  it  four 
years  ago  in  the  July  19S4  "Editor's  Notes." 

"A  number  of  readers  have  asked 
why  we  dort't  'grade'  our  reviews  or  'de- 
grade' some  products.  Essentially,  any 
product  we  review  is,  in  our  opinion,  of 
rtierit.  We  feel  that  it's  only  worth  your 
time  and  space  in  GAZETTE  to  review 
products  that  are  tvell  designed.  The  mar- 
ket is  flooded  with  products,  and  we'd 
rather  tell  you  about  the  good  ones. 

"While  the  grading  of  products  may 
be  helpful  to  some  readers,  it  is  often  un- 
fair to  the  product,  if  you've  ever  read  re- 
views of  records  you  really  like,  only  to  see 
a  thumbs  down  or  a  poor  grade,  you  prob- 
ably wondered  if  the  critic  heard  the  same 
thing  you  did.  The  goal  of  quantifying  a 
product  with  a  letter  or  number  grade  is  to 
be  objective,  yet  it's  often  subjective  and 
arbitrary.  If  me  look  a  poll  of  our  staff, 
we'd  have  a  number  of  different  answers." 

To  augment  this  position,  it  remains 
true  that  our  staff  and  outside  reviewers 
have  varying  opinions  on  software  prod- 
ucts. If  there's  a  general  consensus  among 
our  staff  that  a  product  is  not  good,  we'll 
pass  on  it  (regardless  of  who  published  it). 
Whether  a  good  product  should  get  a  B  or 
an  A—  is  eternally  debatable. 

Our  revieioers  are  sensitive  to  prod- 
ucts that  are  abusive  to  the  disk  drive. 
And  many  have  made  notes  to  that  effect 
in  a  number  of  reviews  in  the  past  year. 


WordStar  for  CP/M 

I've  just  read  the  excellent  article  in  the 
March  1988  issue  entitled,  "Super 
CP/M  Software  for  the  128,  Part  1: 
Writer's  Toolbox,"  by  Clifton  Karnes.  I 
have  always  wanted  to  purchase  Word- 
Star, but  I  didn't  think  I  could  afford  its 
hefty  price  tag.  Your  article  got  me  to 
thinking.  If  1  could  purchase  WordStar 
2,26  from  PDSC  at  $39.95,  f  could  then 
upgrade  to  WordStar  4.0  for  $89. 

Then  I  saw  an  article  in  FOGHORN 
that  said  WordStar  4.0  was  now  avail- 
able to  all  registered  CP/M  users  for  $89. 
I  couldn't  believe  that  this  word  proces- 
sor was  available  to  128  users  for  less 
than  $100.  1  thought  your  readers 
might  like  to  know  about  the  new  ver- 
sion of  WordStar  and  its  new  low  price, 

fohn  L  Gordon 
Chadds  Ford,  PA 

When  MicroPro  first  released  the  CP/M 
version  o/ WordStar  4.0,  it  was  available 
only  as  an  upgrade  for  owners  of  previous 
versions.  As  you  stated  in  your  letter,  it's 
now  available  to  any  CP/M  user  at  a  bar- 
gain-basement price  of  $89.  You  can  order 
WordStar  4.0  from  MicroPro  at  (800)  227- 
5609,  extension  761. 

SpeodScript  Copyright 

What  is  the  present  copyright  status  of 
SpeedScriptl  A  couple  of  our  user  group 
members  say  they  have  seen  a  notice 
releasing  the  program  to  public  domain, 

fames  C.  Ladd 
San  Antonio,  TX 

We  have  not  released  SpeedScript  to  the 
public  domain,  nor  do  we  have  plans  to  do 
so.  While  we  own  the  copyright  to  Speed - 
Script,  we  do  grant  permission  for  user 
groups  (or  any  individuals  or  organiza- 
tions) to  provide  disk  copies  of  Speed- 
Script — or  any  of  our  programs — to 
individuals  who  own  a  copy  of  the  issue  in 
tohich  the  corresponding  article  was  print- 
ed. Version  2.0  of  SpeedScript  is  in  the 
January  1984  GAZETTE;  version  3.0  is  in 
the  March  1985  COMPUTE!;  and  version 
3,2  is  in  the  May  1987  GAZETTE.  Each  of 
these  issues  contains  full  documentation. 


Copying  GAZETTE  Disks 

1  would  like  to  know  how  to  copy  my 
COMPUTEi's  Gazette  disks.  Are  they 
write -protected?  If  so,  why? 

Peter  f.  Cotton 
Waukesha,  WI 

The  GAZETTE  Disk  is  write-protected  as 
a  result  of  a  damaging  incident  several 
years  ago.  A  program  on  a  1985  disk, 
which  was  rwt  write-protected,  ittcluded  a 
feature  which  reformatted  the  current 
disk  in  the  drive.  A  number  of  subscribers 
loaded  the  disk  menu,  then  pressed  a  key 
to  load  the  program,  which  itself  con- 
tained a  metm.  After  pressing  a  number 
corresponding  to  the  menu  selection 
which  reformatted  the  disk,  they  lost 
everything.  We  had  a  large  number  of  re- 
turns— and  a  lot  of  phone  calls.  We  decided 
at  that  time  to  write-protect  the  disk  as  a 
safeguard  for  both  ourselves  and  subscrib- 
ers. In  retrospect,  we're  glad  we  did.  Since 
that  incident,  we've  published  dozens  of 
programs  that  are  designed  to  write  to 
disk.  When  those  programs  are  published 
on  disk,  we  ittclude  a  message  screen  to  re- 
mind the  user  that  disk  is  write-protected. 
While  the  disk  is  wnte-protected,  it 
IS  not  copy-protected.  Any  GAZETTE 
program  can  be  saved  from  memory  di- 
rectly to  a  blank,  formatted  disk.  Over  the 
years,  we've  published  a  number  of  copy 
programs  that  can  help  with  this.  The 
most  recent  is  "Disk  Rapid  Transit"  (De- 
cember 1987)  which  is  easily  the  fastest 
copier  program  we've  published.  In  gen- 
eral, copy  programs  are  available — with 
varying  quality— in  the  public  domain 
and  in  user  group  libraries. 


6     COMPUTEI'S  Gaiotta     June  1988 


High  Seas  Adventure 

^^  Relive  the 

,    swashbuckling  era 
of  the  buccaneer 
as  a  17th  century    ;;;.;^.j5- 
I  privateer  captain 
'  in  PIRATES 'It's  a 
if-  unique  gaming 
'  '  blend  of  simuta- 
'^tion,  adventure 
!P,  and  role-playing. 


WUUt! 


iiam>,  5i>j'i"  "'^  ■-■■      -., -i. 
wealthy  town,  explorethe  Carib- 
bean, and  search  for  lost  treasure. 


^Sran'd'SfsERVICEfame, 


•J"W 


':.!"^;.';7„;»'«-'-»... 


Top  Secret  Air  Strike  ! 

Invisibility  is  your 
greatest  weapon 
in  PROJECT: 

. ''T  ^Tf'ALTH  FIGHTER, 
'^.';  a  simulation  of 

the  Air  Force's 
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it  super-tech  jet 
...-;■■    fighter  of  tomor- 
row. You're  the 
pilot  on  top-secret  missions  to  ^ 
world  troublespots- 


Daring  Solo  Missions 

Become  one  of 
,     America's  most 
elite  soldiers 
in  AIRBORNE 
RANGER  Cunning 
and  fast  reflexes 
r    ^  are  needed  to 
'"  1  succeed  on  12  solo 
missions  deep  be- 
hind enemy  lines. 


rtw*'-.!! 


/r^rf'- 


}m 


I  ^^C^-^ 


atm>  aAt»r».> 


owmim  a.K*l 


Available  at  a  Valued  Microprose  Retailer 

(VMR)  near  «ou.  Call  for  locations.  If  rot 

found  locally,  call  for  MDVISA  orders. 


PIRATES!  now  hr  Comrrodore  64  \2i.  Apple  (I.  IBM-PC- XT 
AT  PS.'  li~.'.-i  J^a  f  rirros;  5'ES  SuOOestHl  (HJil  S39  95 
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»      SOFTWAftl 


IBO  UkefrOfi!  Ome  •  Hunt  VaSev.  MD  ?1Wa  •  (Mil  nM151 


Editors  and  Readers 


Do  you  have  a  question  or  a  problem? 
Have  you  discovered  something  that 
could  help  other  Commodore  users?  We 
want  to  hear  from  you.  Write  to  Ga- 
zette Feedback,  COMPUTEI's  Gazette, 
P.O.  Box  5406,  Greensboro,  NC  27403. 
We  regret  that,  due  to  the  volume  of 
mail  received,  jve  cannot  respond  indi- 
vidually to  programming  ijuestions. 

Stop  Scrolling 

!  adapted  (he  algorithm  for  scrambling 
the  random  numbers  I-IOOO  in  the 
March  1988  "Gazette  Feedback"  col- 
umn to  pick  random  numbers  in  the 
range  1-48  for  the  New  York  state  lotto. 
One  minor  problem  presents  itself. 
The  column  of  numbers  scrolls  out  of 
si^ht  before  the  program  reaches  the 
48th  number.  Could  you  print  an  addi- 
tion to  this  program  that  would  print  the 
numbers  in  four  or  more  columns  across 
the  screen? 

Robert  G.  Farricy 
Syracuse,  NY 

A  variety  of  soiutious  present  themselves. 
If  you're  using  a  128,  you  can  press  the  NO 
SCROLL  key  to  freeze  the  screen.  Press  it 
again  to  unfreeze  il.  On  the  Plus/4  and  16, 
use  CTRL-S  to  freeze  and  CTRL-Q  to 
unfreeze. 

On  the  64,  you  can  build  your  own 
print-freezing  routine.  If  you  want  to  check 
for  a  keypress  between  It  ties  60  and  70,  add 
these  lines: 

65  GET  A$:  IF  A$~""  THEN  70 

66  GET  AS:  IF  A$<>""  THEN  66 

In  line  65,  the  program  checks  for  a 
keypress.  If  the  user  didn't  press  a  key,  the 
program  jumps  fonvard  to  line  70.  At  line 
66,  it  xoaits  for  another  keypress  and 
doesn't  break  out  of  the  loop  until  the  user 
hits  a  key.  Note  thai  both  lines  use  two 
double  quotation  marks  with  nothing  be- 
tween them.  This  is  a  null  string,  a  string 
that  contains  no  characters. 

A  quicker  way  to  freeze  the  screen  is 
to  press  the  RUN/STOP  key.  When  you 
want  the  program  to  continue,  type 
CONT. 

If  you'd  prefer  to  see  all  48  numbers 
on  the  screen  at  the  same  time,  you  can 
print  them  in  columns,  fust  add  a  comma 
after  the  variable  name  in  the  PRINT 
stateme7it.  Substitute  PRINT  X(I),  (with  a 
comma)  for  PRINT  I,X(I}  and  you'll  see  12 
tines  of  four  columns. 

B     COMPUTE!  s  Gazeue     June  1968 


Doctor,  Doctor 

1  have  recently  purchased  a  1581  disk 
drive.  I  can't  get  my  directory  organizers 
and  disk  cataloger  programs  to  work 
with  it.  i  guess  this  is  because  there  are 
twice  as  many  tracks,  which  makes  pro- 
grams for  the  1541  incompatible  with 
the  1581.  Can  you  help? 

Seth  Meashey 
Woodb ridge,  VA 

A  disk  operating  system  (DOS)  stores  infor- 
mation in  two  sections:  the  directory  and 
the  rest  of  the  disk.  DOS  designers  can 
make  disk  access  slightly  faster  if  the  direc- 
tory IS  located  on  the  middle  track.  A  1541 
disk  puts  the  directory  on  track  18  because 
there  are  a  total  of  35  tracks.  When  a  pro- 
gram is  found  in  the  directory,  the  drive's 
read /write  head  will  move  a  maximum  of 
17  tracks  to  track  1  or  track  35. 

A  1581  disk  has  80  tracks,  and  the  di- 
rectory is  located  on  track  40  (the  middle  of 
the  disk).  If  you  happen  to  have  a  disk  doc- 
tor or  directory  organizer  program  for  the 
1541,  it  probably  expects  to  find  the  direc- 
tory on  track  18.  The  programmer  assumed 
the  directory  would  always  live  on  track 
18. 

Two  suggestions  come  to  mind:  Either 
modify  the  program  to  look  for  the  directo- 
ry on  40  instead  of  1 8,  or  write  to  the  com- 
pany that  released  the  original  program 
and  ask  them  if  they  are  working  on  a  new 
version  for  the  1581  drive. 

The  Best  Language? 

1  was  wondering  which  language  the 
creators  of  commercial  games  use — ma- 
chine language  or  BASIC  or  some  other 
language  1  don't  know  about?  1  was  also 
wondering  if  a  person  like  me  could 
learn  how  to  create  games  like  the  ones 
on  the  market  today. 

Craig  CassaCa 
Orland  Park,  IL 

Although  some  smaller  software  compa- 
nies sell  programs  written  in  BASIC,  most 
commercial  software  for  the  64  and  128  is 
-iuritten  in  machine  language  (ML)  because 
it  doesn't  use  up  much  memory  and  it's 
very  fast.  On  computers  such  as  the  IBl^ 
PC  or  Amiga,  C  language  is  popular  be- 
cause it's  almost  as  fast  as  ML  and  it's  fair- 
ly portable,  meaning  that  you  can  write  a 
program  for  the  PC  and  then  "port"  it  over 
to  the  Amiga  or  another  computer.  Pascal, 


Modula-2,  Forth,  and  various  other  lan- 
guages are  also  u.sed  for  comtnercial 
development. 

Some  software  companies  assign  an 
entire  program  to  one  programmer,  but,  on 
complicated  projects,  the  work  is  some- 
times split  up  between  people  who  special- 
ize in  sprites,  sound,  and  other  aspects  of  a 
project.  Some  companies  use  expensive — 
and  very  fast — minicomputers  to  develop 
Commodore  software  (imagine  a  $20,000 
computer  running  an  emulator  that  makes 
it  act  like  a  $200  Cotnmodore  64).  Infocom 
has  its  own  language  for  writing  adventure 
games,  the  Zork  interactive  Language 
(ZIL).  After  creating  a  game  and  the  generic 
packaging  and  documentation,  they  can 
quickly  comfdle  it  into  setjeral  dozen  ver- 
sions for  different  computers.  The  resulting 
program  is  machine  language,  but  il  wasn't 
written  directly  in  ML. 

Some  companies  write  all  of  their  pro- 
grams in- house,  but  others  hire  freelance 
programmers.  Still  others  will  evaluate 
software  and  buy  il  if  they  like  what  they 
see.  If  you're  interested  in  freelance  pro- 
gramming, write  to  various  software  com- 
panies and  ask  for  their  Author's  Guide- 
lines. Another  avenue  is  writing  for 
GAZETTE.  Many  of  our  programs  are 
written  by  readers  like  yourself 

Vexed  by  Hex 

My  printer  has  many  capabilities  that  1 
have  been  unable  to  use,  as  I  am  unable 
to  give  the  proper  commands  with  the 
information  1  have  available.  The  user's 
manual  gives  commands  such  as  this: 

CHRS(&HE}  Set  enlarged  characters 
CHR$(&H4E)  Select  pica  cKaracters 
CHR$(&H51)  Select  condensed  characters 

Is  there  any  cross-referencing  infor- 
mation available  for  translating  these 
codes  to  the  64? 

Paul  Offutt 
Louisville,  KY 

Some  cotnputers,  but  not  the  64,  use  the 
&H  prefix  to  mark  hexadecimal  (base  16) 
numbers.  You'll  have  to  translate  the  hex 
values  into  decimal,  fust  remember  that 
the  hex  numerals  A-F  correspond  to  the 
decimal  values  10-15  and  that  the  second 
number  from  the  right  is  the  sixteens' place 
(not  the  tens'  place). 

The  three  CHR$  codes  you  listed 
translate  into  CHRSiW,  CHR$(4*16-\-U), 
and  CHR$f5*I6+  Ih-or  14.  78,  and  81. 


Prepare  for  the  ultimate  fantasy  when  the 

Dungeonsl^iagons 

Game  Product  comes  alive  on  your  computer! 


OOT    proudly  presents 
v3v3A    Pool  of  Radiance^ 
the  culmination  of  its  collabo- 
ration with  TSR  to  bring  the 
legendary  ADVANCED 
DUNGEONS  &  DRAGONS® 
fantasy  roie-playing  system  to 
your  home  computer. 

Pool,  oi^  IUdianck  is  set  in  tlic  huge, 

complex  world  of  "the  Forguiten 
'\^     Realms,  a  world  liroiiglit  to  life  by 
fj;,,  ^     the  coinliined  t.Uerits  and  skills  of 
I         top  designers  and  programmers 
/'       fro  ni  hot  h  com  p  a  II  ic  s .  I  ts  ga  ni  e 

system  adheres  faithfijliy  to  AD&D® 
standards.  Its  statc-of-thc-art  graphics 
push  the  vcr\'  limits  of  the  computer's 
eapabilities.  The  only  \v;u'  to  believe  it  is 
to  experience  it  for  yourself —  wherever 
game  software  is  sold. 

Look  for  the  entire  line  of  ADScD 
computer  products  coming  soon 
from  SSI. 


Rail  up  your 
characters 
and  sec  their 
portraits 
and  cimrac' 
tcristics. 
(C-64/128 
screen 
display. ) 


Every  sinjjle 
monster  type 
is  individu- 
ally drawn 
by  superb 
computer 
graphics, 
(IBM  PC 
screen 
display.) 


CHm78)  and  CHR$(S1)  are  the  ASCII 
values  of  the  letters  n  and  q.  If  you  send 
these  characters  to  the  printer,  it  will  just 
print  an  nor  a  q.  It's  likely  that  you'll  need 
to  send  an  Escape  code,  a  CHJ($(27),  first. 
Try  this:  OPEN  4,4.7:  PR;NT#4, 
CHR$(27k"N":  CLOSE  4.  If  your  interface 
automatically  translates  from  Commodore 
ASCII  to  true  ASCII,  you  may  need  to  ex- 
periment with  using  uppercase  or  lower- 
case for  the  letters  like  n  and  q. 


Commas  Instead  of  Periods 

1  have  a  question  concerning  ihe  keypad 
and  the  128.  When  inputting  a  program 
with  numerous  DATA  statements,  I 
have  found  it  easier  to  use  the  numeric 
keypad.  Is  there  some  way  to  redefine 
the  decimal  point  to  a  comma?  If  so,  I 
wouldn't  have  to  reach  across  to  hit  the 
comma  key, 

Donald  Hebert 
APO,  NY 

The  128  uses  five  lookup  tables  to  translate 
keyscan  codes  to  ASCII  values  (for  more 
information,  see  the  entry  at  location  830 
ifj  Mapping  the  128  from  COMPUTE! 
Books).  The  five  tables  correspond  lo  the 
five  keyboard  maps:  plain  (unshifted), 
SHIFT.  Commodore.  CONTROL,  and  All. 
The  default  location  for  normal,  unshifted 
keys  is  64128.  The  first  thing  to  do  is  copy 
the  table  from  ROM  down  to  RAM.  Line  20 
does  this  in  the  program  below.  The  period 
(decimal  point)  on  the  numeric  keypad  has 
a  keyscan  code  of  82.  A  period  is  ASCII  46. 
We  want  to  change  it  to  a  comtna,  which  is 
ASCII  44.  Line  30  modifies  that  character 
in  the  table.  Then,  in  line  40,  ihe  pointer 
for  the  unshifted  keys  is  moved  to  point  to 
the  brand  new  table  at  6912.  When  you 
press  the  period  on  the  numeric  keypad, 
you'll  get  a  comma  instead.  See  the  next 
letter  for  another  idea. 

BQ  10  RAM=6912:  ROM=64128 

XP  20  FORJ=0TO88:  POKERAM+J,  P 

EEK(ROM+J):  NEXT 
AG  30  POKE  RAM+82,44 
CH  40  HI  =  INT(RAM/256) :  POKE 

{SPACEl830,HAM-HI*256:  P 

OKE  631, HI 


DATA  and  Commas 

Many  BASIC  programs  have  an  exten- 
sive DATA  section.  It  would  be  easier 
for  128  users  if  a  one-handed  entry  fea- 
ture could  be  incorf)Orated  into  "The 
Automatic  Proofreader."  I'd  suggest  that 
one  of  the  function  keys  be  reassigned  to 
a  comma  (Fl,  maybe?),  1  don't  have  a 
machine  language  assembler/disas- 
sembler, and  my  ML  is  a  little  rusty,  but 
the  change  should  only  be  a  few  lines, 
Charles  F.  Oiler 
Warwick,  RI 

You  don't  need  ML.  You  can  do  everything 
in  BASIC  7.0.  Look  up  the  two  commands 

10    COIvlPUTErs  Qaiette    June  1988 


KEY  and  AUTO  in  your  System  Guide.  If 
you  want  Fl  to  print  a  comma  and  F7  to 
print  DATA,  type  these  two  lines: 

KEY!,"," 
KEY7,"DATA" 

If  the  DATA  statements  are  nuinbered 
by  tens,  use  the  AUTO  command  to  put  the 
128  into  autonumbering  mode.  Type  a  line, 
press  RETURN  or  ENTER,  and  the  next 
line  number  will  appear.  Press  ¥7  for 
DMA  and  Fl  to  print  the  commas  between 
numbers. 


Using  "Countdown  Timer" 

I  am  trying  to  write  a  BASIC  program 
that  will  determine  typing  speed.  I'd  like 
to  use  "Countdown  Timer"  from  the 
April  GAZETTE,  but  when  it's  running  I 
can't  type  on  the  keyboard.  How  can  1 
use  the  Countdown  Timer  to  stop  all 
keyboard  entry  after  one  or  five 
minutes? 

Steven  Schulte 
Long  Beach,  CA 

From  your  description,  it  sounds  like 
you're  attempting  to  build  your  program 
around  the  five-line  demonstration  pro- 
gram included  in  Ihe  article.  This  demo 
displays  the  current  internal  clock  reading 
as  it  counts  down  from  one  minute.  Near 
the  end  of  the  article  is  a  description  of  haw 
to  incorporate  the  Countdown  Timer  into 
your  own  BASIC  programs. 

To  do  this,  you'il  need  to  include  the 
lines  from  Program  1  (for  the  64)  or  2  (for 
the  128)  in  your  program.  These  lines 
POKE  the  ML  routine  into  memory.  Start 
up  Countdown  timer  with  SYS  679  on  the 
64  or  SYS  3072  on  the  128.  Next,  set  the 
internal  clock  using  the  reserved  variable 
Tl$  (either  TI$^"OQ0100"  or 
TI$="00050(r'). 

Follow  this  with  your  typing  input 
routine.  Include  a  line  near  the  end  of  the 
routine  to  check  the  timer.  If  it  has 
wrapped  around  from  "000000"  to 
"235959"  or  something  lower,  the  time  is 
up  and  you  can  rate  and  display  the  user's 
typing  speed.  Otherwise,  loop  back  to  the 
beginning  of  the  typing  input  routine. 

Note  that  we  didn't  suggest  that  you 
look  for  exactly  zero  ("000000")  on  the 
timer  each  time  through  the  loop.  If  you 
did  this,  chances  are  you'd  miss  it  since 
the  input  routine  may  take  longer  than  a 
second  to  execute. 


Locating  the  Hi-Res  Screen 

I  have  a  question  regarding  location 
53272,  which  is  used  to  select  base  ad- 
dresses for  bitmap  mode  on  the  Com- 
modore 64.  Most  references  I've  seen 
will  POKE  53272,29  (binary  00011101) 
to  put  the  graphics  screen  at  $2000 
(8192)  and  color  memory  at  $0400 
(1024).  The  low  nybble  of  this  number  is 
13  in  decimal.  Shouldn't  the  low  nybble 


be  8?  POKEing  a  29  in  53272  would 
seem  to  put  the  bitmap  at  13*1024 
(13312).  Could  you  explain  what  they're 

doing  here? 

Wayne  Dooley 
Winchester,  VA 

Locations  53248-53294  are  registers  in 
the  VIC-II  chip,  which  is  responsible  for 
the  64's  video  display.  Die  VIC  chip  can 
address  only  16K  of  memory  at  a  time. 
Data  for  anything  shown  on  the  screen 
must  be  located  within  this  16K  of  memo- 
ry. Any  of  the  four  16K  blocks  fO-163S3, 
16384-32767,  32768-49151,  49152- 
65535)  can  be  chosen  for  video  memory. 
Location  56576  (bits  0-1)  determines 
which  16K  video  bank  the  VIC  chip 
addresses. 

The  VIC  chip  register  at  53272  does 
several  different  things.  In  text  mode,  it 
contains  the  offset  address  within  the  cur- 
rent video  bank  for  the  character  set  in  the 
low  nybble  and  the  address  for  the  text 
screen  in  the  high  nybble.  The  character 
set  is  2K  in  length,  so  the  low  nybble  (in 
bits  1-3)  must  hold  an  even  number  from  0 
to  14,  representing  a  2K  offset  (since  the 
number  is  always  even,  bit  0  is  unused). 
Similarly,  the  text  screen  is  IK  in  length. 
So,  bits  4-7  hold  a  number  from  0  to  15, 
representing  a  IK  offset. 

In  normal  bitmap  mode,  bits  4-7  still 
point  to  the  offset  address  for  the  text 
screen.  But  in  this  case,  the  text  screen 
provides  color  data  for  ihe  graphics 
screen.  As  for  the  low  nybble  (bits  0-3)  in 
this  mode,  only  bit  3  is  significant.  It  pro- 
vides the  8K  offset  for  the  bitmap  screen 
from  the  beginning  of  VIC  memory.  If  this 
bit  contains  a  0,  the  offset  is  OK,  and  if  it 
contains  a  1,  the  offset  is  8K  (8192). 

Now,  to  consider  your  example. 
POKEing  a  29  (binary  00011101)  into 
53272  sets  bit  3.  Assuming  the  VIC-II 
chip  is  in  video  bank  0  (0-16381),  the  bit- 
map screen  is  positioned  at  8192  because 
bit  3  is  turned  on.  The  other  bits  in  the  low 
nybble  arc  ignored.  You  could  get  the 
same  result  by  POKEing  a  24  (binary 
OQOUOOO)  into  53272. 

Color  memory  for  this  hi- res  screen  is 
at  1024.  A  value  of  1  is  stored  in  the  high 
nybble  of  53272.  and  1  X  3024  =  :024. 


COMPUTEl's  Gazette  is  looking  for 
utilities,  games,  applications, 
educational  programs,  and  tutorial 
articles.  If  you've  created  a  pro- 
gram that  you  think  other  readers 
might  enjoy  or  find  useful,  send  it 
to:  Submissions  Reviewer, 
COMPUTE!  Publications,  P.O.  Box 
5406,  Creensfcrnro,  NC  27403. 
Please  enclose  an  SASE  if  you  wish 
to  have  the  materials  returned. 


WORK 
WITHUSONA 
PROHSSmiAL 


Some  people  really  like  work- 
ing on  their  machines.  And  then 
there  are  some  who  prefer  to  do 
their  tinkering  under  the  hood.  For 
those  of  you  who  can't  wait  to  get 
your  hands  greasy,  we  proudly 
introduce  geoProgrammer.  The 
most  sophisticated  machine 
language  programming  tool  on 
the  market. 

With  geoProgrammer,  you  get 
the  same  kind  of  technology  we  use 
for  developing  our  other  products. 
Which  means  you  can  write  super- 
charged software.  Pump  your  own 
programs.  And  assemble  just  about 
any  kind  of  application  you  can 
imagine. 

It  reads  and  writes  and 
stomps  on  bugs. 

The  first  three  tools  that 
any  serious  programmer  needs 
are  an  assembler,  a  linker  and 
a  debugger.  So  we've  installed  all 
three,  complete  with  sample  GEOS 
applications  that  teach  you  the  latest 
programming  tricks  in  seconds. 

geoAssembler  not  only  reads 
directly  from  geoWrite  files,  but 
contains  enough  Pseudo  Ops  to 


LEVEL 


■^•ife- 


■i 


l^j'Ut'rfi  0feiai!,j4)i  (tw   t 

jdiF"^---^ 

*fmi  [iMii^  n»i 

MM 

iKMt  tlllllUU 

,  uj  oisiuli  fill 

.pta 

Bmuh 
GrtfUitStFa; 

;ttwl  utiitis  tat  ^l>f 

.UQtOSkvrt 

;fDmtgBt»ftrv[vi 

m 

,  tuiib»ti>l  ku 

BlUjMcon: 

1 

,kiiu)lati(trttulj{«> 

•Alsa  availed;  tor  m  tol.  CIB^'s. 


allow  all  kinds 
of  conditional  assem- 
blies. It  has  all  the  state-of-the-art 
features  you'd  expect,  including 
some  you  ])robabIy  never  thought 
possible.  For  example,  integrating 
graphics  is  as  simple  as  cutting  and 
pasting  the  image  from  geoPaint 
directly  into  your  program. 

geo Linker  ties  your  program 
modules  together,  supporting 
GEOS  SEQ  and  VLIH  applications 
and  desk  accessories.  You  can  even 
use  geoAssembler  and  geoLinker  to 
create  non-GEOS  applications. 

n  Berkeley 


geoDebugger  allows  your  pro- 
am  to  be  tested  in  memory  with 
full  symbolic  disassembly,  along 
with  line  assembly  for  patching 
code  in  memory.  It  also  allows 
your  code  to  be  single-stepped  or 
top-stepped,  with  sub-routines  fully 
executed.  It  can  stop  a  running  pro- 
gram with  one  key,  or  use  up 
to  eight  conditional  break- 
,    points.  When  ycjur  program 
/    hits  the  breakpoint,  it  promi- 
/    nently  displays  the  error  in  an 
/'   overlay  window,  leaving  the 
,'    applications  screen  intact. 

Pro  enough  for  you  yet?  Well, 
f    that's  only  a  partial  list  of  what 
you're  in  for. 

If  you  understood  all  that, 
read  on. 

Chances  are  that  we  lost  a  lot 
of  readers  by  now.  But  if  you're  still 
with  us,  hang  in  there.  You  have  the 
makings  of  a  real  GEOS  pro.  All  you 
need  now  are  the  right  tools. 

And  all  of  them  come  in  this 
one  handy  box. 

So  if  y<ju're  serious  about  pro- 
gramming, consider  geoProgrammer. 
After  all,  you've  got  nothing  to  lose 
— except  your  amateur  status. 


To  order  call  l-800-443-0!00  cxt.  234 
geoProgrammer  $69.95 

(Ca!ifonii:i  residwiLi  add  7*  sales  ta.\. ) 

$2.50  US/$r>..W  Kiireign  for  sliippini;  and 
handling.  Allow  six  \wcks  for  delivery. 


GEOPROGRAMMER 


""»•, 


Softworks 

TTie  brightest  minds  are  working  at  Berkeley. 


Commodore-Ready  Printers: 
A  New  Generation 


Much  More — For  Less 


Tom  Netsel,  Assistant  Features  Editor 


Sales  of  more  than  seven  million  64$  and  128$  have  had  a 
major  impact  on  the  printer  market.  The  result:  Printer 
manufacturers  now  offer  64  and  128  owners  a  wide  choice  of 
Commodore-ready  printers  that  are  filled  with  features  un- 
dreamed of  just  a  few  years  ago. 


After  a  disk  drive,  a  printer  is  the 
most  popular  computer  peripheral 
bought  by  home  computer  users. 
About  65-70  percent  of  the  people 
who  buy  a  computer  for  personal  use 
also  buy  a  printer,  according  to  Rick 
Lamb,  product  manager  for  Okidata, 
a  major  printer  manufacturer. 

For  Commodore  owners,  there 
are  more  than  100  different  printers 
on  the  market,  made  by  20  different 
companies,  all  listing  for  less  than 
$500.  Virtually  any  of  them  can  be 
connected  to  a  64  or  128  with  a  sep- 
arate printer  interface.  But  it's  not 
always  a  simple  matter  to  achieve 
compatibility  among  printer,  inter- 
face, computer,  and  software. 

Uniquely  Commodore 

At  one  time,  only  a  Commodore 
printer  would  connect  directly  to 
Commodore's  unique  serial  port, 
There  wasn't  much  of  a  choice,  and 
special  features  were  limited.  Any- 
one who  wanted  underlining,  mul- 
tiple pitches,  subscripts  and 
superscripts,  or  a  choice  of  type 
styles  had  to  buy  a  printer  with  a 
standard  Centronics  parallel  port. 
Then  a  separate  interface  was  still 
needed  to  connect  the  printer  to  the 
64  or  128. 

As  the  base  of  Commodore 
owners  grew,  however,  more  and 
more  manufacturers  began  offering 
ready-tO'Use  printers  packed  with  a 
full  range  of  features.  Now  64  and 
128  owners  have  a  wide  choice  of 

1 2     COMFU TEl's  Gazette     J u ne  1 988 


Commodore-ready  daisywheel,  dot- 
matrix,  and  thermal -transfer  print- 
ers to  handle  their  black-and-white 
and  color  printing  needs.  (See  the 
accompanying  buyer's  guide  for  de- 
tails about  Commodore-compatible 
printers.) 

Last  year,  Okidata  introduced 
a  universally  compatible  dot-matrix 
printer  featuring  both  a  Commo- 
dore serial  and  a  Centronics  parallel 
interface.  The  Okidata  180  is  com- 
patible with  every  major  personal 
computer.  If,  for  example,  you  buy 
an  Amiga  or  IBM  PC,  you  don't  have 
to  buy  another  printer  or  interface. 

Determine  Your  Needs 

Dot-matrix  and  thermal  printers  are 
the  most  popular  choices  among 
Commodore  owners.  Key  ingredi- 
ents to  their  popularity  are  versatili- 
ty  and  low  cost.  Cost  alone, 
however,  should  not  be  the  decid- 
ing factor  in  choosing  a  printer.  If  a 
bargain  printer  doesn't  meet  your 
printing  requirements,  it  isn't  much 
of  a  bargain. 

"Too  many  times  the  printer- 
purchase  decision  is  dependent 
upon  how  much  money  is  left  over 
in  discretionary  income,"  Lamb 
says.  "The  buyer  has  $120  left,  so 
he  buys  a  $120  printer.  Often  there 
is  some  buyer  remorse.  After  he 
lives  with  the  print  quality  for  a 
while,  he  realizes  he  needs  some- 
thing better." 


Ask  yourself  what  you  want 
the  printer  to  do.  Decide  how  you 
plan  to  use  the  printer;  then  pick 
the  one  that  has  the  features  you 
need.  If  you  primarily  want  to  print 
graphics,  you  have  different  needs 
from  those  of  the  person  who 
works  with  spreadsheets  and  needs 
a  printer  with  136  columns. 

Daisywheels 

If  you  write  business  reports,  term 
papers,  or  other  important  corre- 
spondence requiring  a  professional 
look,  a  daisywheel  printer  offers 
the  sharpest  type.  Your  papers  will 
look  as  though  they've  been  typed 
on  a  quality  typewriter,  but  you'll 
have  to  wait  for  them.  Daisywheels 
are  notoriously  slow.  Most  daisy- 
wheels  priced  for  the  home  market 
operate  at  speeds  in  the  10-20  cps 
(characters  per  second)  range. 
That's  fast  for  a  human  typist,  but 
the  daisywheel  is  the  tortoise  of  the 
printer  world. 

The  printing  element  of  a 
daisywheel  is  a  flat  metal  wheel 
that  has  approximately  90  spokes. 
It's  about  three  inches  in  diameter, 
and  gets  its  name  from  the  fact  that 
it  looks  something  like  a  daisy.  At 
the  end  of  each  spoke  or  "petal"  is  a 
bossed  letter,  number,  or  punctua- 
tion mark.  As  the  wheel  spins,  the 
characters  are  pressed  against  a  rib- 
bon, which  transfers  ink  onto  the 
paper.  You  can  buy  additional  print- 
wheels  if  you  want  to  change  to  a 
different  style  of  type  or  a  different 
font.  Since  its  basic  printing  element 
is  a  fixed  alphanumeric  character,  the 
daisywheel  cannot  print  graphics. 

If  you're  looking  for  quality 
type,  and  you  don't  need  speed  or 


graphics-printing  capabilities,  then 
a  daisy  wheel  may  suit  your  require- 
ments. Blue  Chip,  Brother,  and  Silver 
Reed  each  sell  Commodore-ready 
units.  The  Silver  Reed  EXP  420  and 
the  Brother  HR-IO/C  offer  a  choice 
of  pitches  in  the  10-15  cpi  (charac- 
ters per  inch)  range.  Their  top  speed 
is  12  cps,  while  the  Blue  Chip  D 
20/10  is  a  little  faster,  at  20  cps. 

Paper  Handling 

The  method  used  for  feeding  paper 
in  and  out  of  a  printer  varies  be- 
tween models.  Friction-feed  print- 
ers move  paper  around  the  platen 
somewhat  the  way  a  typewriter 
does,  while  tractor-feed  printers  en- 
gage the  holes  at  the  edge  of  fanfold 
paper.  Tractor  feeds  are  usually 
more  reliable  when  it  comes  to  han- 
dling long  printouts  on  continuous 
or  fanfold  paper.  Many  printers  of- 
fer both  methods,  but  tractors  are 
often  sold  as  options. 

Some  models,  such  as  the  Sei- 
kosha  SP-IOOOVC,  have  an  auto- 
matic loading  feature  for  single 
sheets  of  paper:  When  the  paper  is 
inserted  behind  the  platen,  the 
printer  automatically  advances  it  to 
the  proper  starting  position.  This 
feature  can  speed  up  long  printing 
jobs.  The  NX-IOOOC  from  Star  Mi- 
cronics  America  comes  in  two 
Commodore-ready  models.  Each 
employs  a  unique  paper-parking 
feature  that  allows  users  to  feed 
single-sheet  paper  into  the  printer 
without  removing  tractor-fed  paper. 

Dot-Matrix  Printers 

If  the  daisywheel  is  the  tortoise  of 
the  printer  world,  then  the  dot- 
matrix  printer  is  the  hare.  This  ver- 
satile machine  offers  speed  plus  the 
ability  to  produce  complex  graphic 
printouts.  Instead  of  printing  with 
preformed  characters,  dot-matrix 
printers  use  a  row  of  vertical  pins 
that  strike  the  paper  through  an 
inked  ribbon. 

Dot-matrix  printers  generally 
fall  into  one  of  three  printhead  con- 
figurations; 9-pin,  18-pin,  or  24-pin, 
Printers  with  24  pins  offer  letter- 
quality  type,  as  opposed  to  the  near- 
letter-quality  (NLQ)  mode  found  on 
9-pin  printers.  Their  ability  to  print 
out  letter-quality  correspondence  at 
100  cps  makes  24-pin  printers  popu- 
lar in  an  office  environment.  Their 
relatively  high  cost,  however,  has 
limited  consumer  interest. 


The  Okidafa  180  is  compatible  with  every  tnajor  perBotial  computer. 


Printheads  with  nine  pins  are 
the  standard  with  the  Commodore- 
ready  models.  A  vertical  column  of 
nine  pins  prints  across  a  page  in 
both  directions  in  draft  mode,  at 
speeds  ranging  from  100  to  180  cps. 
This  process  is  considerably  slower 
in  NLQ  mode. 

An  early  drawback  to  dot- 
matrix  printers  was  print  quality. 
The  printheads  formed  characters 
ina5X7or8X8  matrix.  There 
was  often  considerable  space  be- 
tween the  dots,  making  the  letters 
look  porous  and  ill-defined.  Up- 
grades in  printer  electronics  and 
printheads,  however,  have  im- 
proved print  quality  tremendously. 

Most  printers  now  have  sever- 
al print  modes.  Draft  mode  is 
usually  the  fastest,  but  produces  a 
rougher,  fainter  type.  NLQ,  or  cor- 
respondence mode,  takes  longer  to 
print,  but  it  produces  a  more  pol- 
ished print  quality, 

NLQ  is  achieved  in  a  variety  of 
ways.  Spaces  between  the  horizontal 
dots  of  a  letter  can  be  filled  in  by 
printing  the  same  column  of  dots 
twice  while  the  printhead  is  travel- 
ing at  half-speed  across  the  page. 
This  is  sometimes  called  emphasized 
type.  Spaces  between  vertical  dots 
can  be  eliminated  by  making  a  sec- 
ond pass  over  the  line  after  moving 
the  printhead  or  paper  half  a  dot 
vertically. 

NLQ  printing  uses  these  multi- 
strike  techniques  and  special  letter 
shapes  to  improve  print  quality. 
Unfortunately,  improvements  in 
one  area  often  force  a  decline  else- 


where. A  tradeoff  for  improved 
print  quality  is  a  reduction  in  print- 
ing speed,  by  50-300  percent.  Most 
NLQ  printing  is  done  at  speeds  of 
25-30  cps. 

Until  recently,  changing  from 
draft  to  NLQ  mode  required  chang- 
ing the  printer's  DIP  switches.  This 
often  meant  turning  the  printer 
around  or  opening  an  inside  panel 
to  access  the  switches.  Then  you 
had  to  check  the  manual  for  the 
proper  sequence,  since  DIP  switch- 
es were  seldom  marked.  Most 
printers  today  simplify  this  chore 
by  providing  front  panel  buttons 
that  allow  instant  access  to  fre- 
quently used  print  functions.  You 
can  switch  from  emphasized  to 
double  width  to  italics  at  the  touch 
of  a  finger. 

Some  high-end  printers  allow 
the  user  to  change  fonts  by  plug- 
ging in  ROM  cartridges,  but  multi- 
ple fonts  are  also  available  on  some 
printers  in  the  Commodore  price 
range.  The  Star  NX-IOOOC  Multi 
Font  printer  has  four  onboard  fonts 
that  are  selected  from  the  front  con- 
trol panel, 

A  Splash  of  Color 

Another  Commodore-compatible 
version  of  Star's  Multi  Font  is  the 
NX-IOOOC  Rainbow.  In  addition  to 
the  multiple  internal  fonts,  the 
Rainbow  provides  seven-color 
printing  capabilities,  and  prints  at 
144  cps  in  draft  mode  and  36  cps  in 
NLQ  mode  at  12  cpi.  It  prints  black, 
red,  yellow,  blue,  orange,  green, 
and  violet, 

COMPUTEfs  GazBttB    Juna  1988     13 


"We  believe  [the  NX-IOOOC 
Rainbow]  will  be  a  significant  factor 
in  the  Commodore  market,"  says 
Brian  Kennedy,  product  manager  at 
Star  Micronics.  "It's  going  to  be  the 
lowest-priced  color  impact  printer 
on  the  market." 

The  Rainbow  can  be  used  as  a 
conventional  printer  for  word  pro- 
cessing and  similar  functions  when 
color  is  not  wanted  or  needed.  "If 
you  want  to  use  it  in  the  mono- 
chrome, or  black-only  mode,  that's 
no  problem,"  Kennedy  says. 
"When  you  print  out  a  hardcopy, 
just  omit  the  color  commands." 

Barriers  to  Color 

Printer  manufacturers  expect  color 
to  play  an  important  role  in  the  fu- 
ture of  all  printers.  Several  obsta- 
cles presently  stand  in  the  way.  The 
first  is  the  lack  of  color  copiers. 
While  they  are  available,  the  cost  is 
prohibitive.  A  color  printout  may 
look  great  for  a  business  presenta- 
tion or  meeting,  but  without  the 
ability  to  make  color  copies,  its  val- 
ue is  greatly  diminished. 

Another  obstacle  is  the  lack  of 
software  support  for  color  printers. 
Most  printing  packages  simply  do 
not  support  color  printers.  To  cir- 
cumvent this  problem,  Kennedy 
says  the  Rainbow  recognizes  em- 
bedded color  commands.  For  ex- 
ample, if  it  sees  ((CI))  in  a  letter  or 
memo,  the  Rainbow  recognizes  that 
code  and  changes  accordingly  to 
color  number  1. 

"If  you're  typing  a  report  and 
want  a  heading  in  a  different  color, 
type  in  ((C3))  followed  by  the  head- 
ing," Kennedy  says.  "Then  type  in 
({C2))  to  change  back  to  blue  or 
black.  You  can  embed  these  com- 
mands in  any  standard  word  pro- 
cessing or  software  package." 

Kennedy  notes  that  the  aver- 
age life  of  the  color  ribbons  on  a 
dot-matrix  printer  should  be  a  cou- 
ple of  hundred  pages.  It  can  be  con- 
siderably shorter  on  other  types  of 
color  printers. 

Thermal-Transfer  Printers 

Another  Commodore-ready  color 
printer  is  Okidata's  Okimate  20.  It 
uses  a  different  print  technology 
called  the  thermal-transfer  process. 
Instead  of  using  pins  to  strike  an 
ink-coated  ribbon,  the  Okimate  20 
briefly  heats  the  pins.  The  heat 
transfers  to  a  ribbon  coated  with  a 

14     COMPUTE'S  Qazoae    June  1988 


The  Star  Micronics  NX-WOOC  Midti  Font  includes  four  onboard  fonts  that 
are  selected  from  the  front  control  panel. 


waxlike  ink  that  melts,  forming  a 
character  on  the  paper. 

The  thermal-transfer  process 
has  several  advantages  over  the 
dot-matrix  and  daisywheel  method. 
One  is  quietness.  The  Okimate  20 
makes  a  slight  whirring  sound,  and 
is  practically  silent  compared  to  im- 
pact printers. 

A  third  obstacle  to  the  expand- 
ed use  of  color  in  printers  is  the 
high  price  tag — but  not  so  with 
thermal-transfer  printers.  The  Oki- 
mate, with  a  plug-in  Commodore 
interface,  has  a  suggested  retail 
price  of  $268,  while  the  dot-matrix 


The  Okimalc  20  offers  vibrant  color  and 
grapliics  capabilities. 


Rainbow  (which  includes  the  multi- 
ple fonts)  lists  for  $379.  There  are  a 
few  other  color  printers  in  the 
$500-$700  range,  but  then  prices 
jump  quickly  to  $6,000  and  $7,000. 

"There's  a  big  gap  there,"  says 
Star's  Rick  Lamb.  "Virtually  all  the 
large  players  are  starting  to  add 
color  to  their  line  of  printers,  al- 
though very  few  are  serial  thermal- 
transfers  such  as  the  Okimate  20." 

Another  advantage  to  the  color 
thermal-transfer  process  is  its  vibrant 
color.  Dot-matrix  printers  put  color 
to  paper  with  ink,  which  lacks  the 
hi^-gloss  factor  that  ugx  achieves. 

Unfortunately,  thermal-transfer 
printers  gobble  up  ribbons  rather 
quickly,  and  they  also  require  a 
very  smooth  paper  for  best  results. 
A  black  ribbon  may  last  for  75 
pages  of  text,  but  expect  only  10-15 
pages  when  printing  color  graphics. 

More  Features  in  the  Future 

A  few  years  ago,  a  basic  dot- matrix 
printer  cost  about  $500  and  offered 
little  in  the  way  of  extras.  Now  you 
can  find  models  for  half  that  price 
that  are  loaded  with  advanced 
printing  features.  There  have  been 
modest  price  increases  recently  on 
Japanese-made  printers  because  of 
the  dollar/yen  exchange  rate,  but 
there  are  still  many  exceptional 
printers  available  at  attractive 
prices  for  Commodore  users. 

"The  number-1  thing  to  re- 
main competitive,"  says  Star's 
Brian  Kennedy,  "is  to  introduce 


r[\n\ 


SrianDougheriy 

Software  Designer/CEO 
Berkeley  Softworks 


"^5^ 


,r.'.*j 


And  Q-Link,  the  dynamic  telecommunications  service  for 
Commodore^  owners,  does  just  that! 
As  the  developer  of  GEOS,  the  graphics  environment  operating 
system  for  Commodore  64s  and  128s,  I  know  how  good  Q-Link  is. 
Personally  and  professionally.  Here  at  my  company,  we  recommend 
Q-Link  to  all  our  customers.  We  use  it  ourselves,  too,  for  online 
customer  service  ...  so  you  can  get  help  when  you  need  it.  We've 
also  found  it's  a  very  efficient  way  to  provide  upgrades  and  patches 
and  to  announce  new  GEOS-compatible  products. 

With  just  your  Commodore,  a  modem  and  Q-Link  software,  a  new 
world  of  personal  computing  options  opens  up:  thousands  of 
programs  you  can  download  and  keep;  advanced  graphics  (dianks 
to  GEOS);  an  exclusive  help  line  to  experts  at  Commodore; 
online  educational  courses  taught  by  real  teachers;  fun;  games; 
friendship,  you-name-iL  Q-Link  lets  you  realize  the  full  potential  of 
Commodore  computing- right  at  your  fingertips, 

Do  f  use  Q-Link?  Absolutely!  And  what's  really  impressive  is  that 
when  you  join  Q-Link,  you  get  a  modem  and  Q-Link  Software  free!  To 
my  mind  that's  a  tough  offer  to  turn  down.  But  don't  take  my  word 
for  it.  Find  out  for  yourself.  Call , . , 


'     1-800-782-2278.,. 

Call  today  to  get  your  free  modem  and  software, 


:-vv 


.'••'f-: 


mB  Westwiiod  Center  Drive 

Vifiiii;.,  VA. 22180,.. .  • 


new  price/performance  machines," 
As  manufacturers  battle  for  a 
greater  share  of  the  printer  market, 
printer  buyers  are  reaping  the  ad- 
vantages. And  most  manufacturers 
say  this  trend  will  continue. 

As  the  prices  of  24-pin  ma- 
chines come  down,  Kennedy  be- 
lieves they  are  going  to  force  9-pin 
machines  out  of  the  marketplace.  "I 
think  that  over  the  next  two  or 
three  years,  24-wire  printers  are  go- 
ing to  come  down  so  much  in  price 
that  only  the  real  down  and  dirty 
printers — in  terms  of  price — are  go- 
ing to  be  9-wires,"  he  says. 

Epson  and  NEC  already  have 
introduced  24-pin  printers  selling 
for  $499.  Breaking  the  $500  price 
barrier  was  a  major  step,  and  Ken- 
nedy expects  to  see  them  selling  for 
$399  in  a  couple  of  years,  in  order 
to  compete,  9-pin  printers  will  have 
to  sell  for  $299  and  less.  The  24-pin 
printers  will  be  the  standard  for 
home  users,  and  9-pins  will  be 
bargain-basement  items. 

Looking  to  Lasers 

On  the  other  side  of  the  coin,  laser 
printers  have  come  down  in  price  so 


quickly  that  they  are  overtaking  the 
high-end  24-pin  market.  Lasers 
print  spectacular  graphics  and  pro- 
duce text  at  near-typeset  quality. 
They  are  quiet  and  fast.  Instead  of 
being  rated  at  characters  per  second, 
lasers  are  rated  at  pages  per  minute. 
Most  of  today's  models  crank  out 
eight  to  ten  pages  per  minute. 

The  street  price  for  a  Hewlett- 
Packard  LaserJet  Plus  is  around 
$  1 ,500.  That's  only  a  couple  of  hun- 
dred dollars  more  than  a  300-400 
cps  24-pin  printer,  When  people 
consider  what  an  extra  $200  can 
buy,  most  wrill  lean  toward  the  laser. 

It  may  be  a  few  years  before 
the  average  64  owner  buys  a  laser 
printer,  but  the  marketing  battles  in 
the  high-end  business  environment 
ultimately  filter  down  to  benefit  the 
home-computer  user.  Most  industry 
representatives  say  these  advances 
in  technology  and  reductions  in 
price  will  be  passed  on  to  the  Com- 
modore market. 

"We  have  plans  to  support  the 
Commodore  for  years  because  of  its 
installed  base,"  says  Okidata's  Rick 
Lamb.  "There's  still  one  heck  of  a 
lot  of  them  out  there."  • 


Excellence,,. 

for  the  Commodore 

Product  Family 

Look  for  the  name  that 
spells  Quality, 

Affordability, 
and  Reliability, 


U.  Kemal  -  a  20  or  40 
Megabyte  Hard  Drive  which  sup- 
ports CPM. 

Super  Graphix  GOLD  -  the  ultimate  printer  interface  including  a  32K  buf- 
fer, 4  built-in  fonts,  a  utility  disk  with  27  fonts  and  more. 

Super  Graphix  -  an  enhanced  printer  interface  including  NLQ,  an  8K  buffer, 

reset  button,  a  utility  disk  with  27  fonts  and  more. 

Super  Graphix  Jr  -  an  economical  printer  interface  with  NLQ. 

FontMaster  H  -  a  powerful  wordproeessor  for  the  C64  with  30  fonts  ready 
to  use,  65  commands,  font  creator  and  more. 

FontMaster  128  -  a  super  wordproeessor  for  the  128  including  56  fonts  ready 
to  use,  a  102,00  word  spell  checker  and  much  more. 

All  Hardware  is  FCC  Certifed    All  Interfaces  include  a  Lifetime  Warranty 
—  —  ~  ^  —     —  C64  and  128  arc  reg.TM  of  Commodore  Business  Machines,  Inc. 

M^WtW^^  2804  Arnold  Rd.  Salina,  KS.  67401  (913)  827-0685 

16     COMPUTEfs  Gazene     June  1968 


COMPUTE! 

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NO  CREDIT  CARD  ORDERS  ACCEPTED. 


with  proven  software  and  books  from  Abacus. 


Super  C 


Pascal 


$1 


.■jij-tesa^ 


lur  :i'4  C::.'T]ircdcf(]  fl 


■'M 


Abacus 


Super  Pascal — Ge!  the  fastest  and 
complete  Pascal  for  your  computer. 
Super  Pascal  is  a  full  implementation 
of  standard  Pascal.  Extensive  editor 
features  searcti,  replace,  etc.  Even  add 
machine  language  routines  with  the  built- 
in  assembler.  Fast  graphics  library.  C-64 
version  tias  high-speed  DOS  for  faster 
access.  More  than  just  a  compiler- 
Super  Pascal  is  a  complete  system 
that  gives  you  programming  results. 
C-64    $59.95  C-128    $59.95 


rJew! 


Cadpak — The  professional  design  tool. 
Enter  simple  or  intricate  drawings  with 
the  l<eyboard,  lightpen  or  1531  mouse. 
With  the  flexible  object  editor  you  can 
create  libraries  of  furnilure.  electronics, 
etc.  as  intricate  as  screen  resolution 
permits.  Zoom  in  to  do  detailed  work. 
Produce  exact  scaled  output  to  most 
printers  in  inches,  feet,  etc.  Get  design 
results  fast  with  Cadpak  and  your 
Commodore®  computer. 
C-64    $39.95  C-12B   $59.95 


Super  C — You  can  now  develop 
software  or  just  learn  C  on  your 
computer.  Easy-to-use  and  takes  full 
advantage  of  this  versatile  language. 
Produces  6502  machine  code  and  is 
many  times  faster  than  BASIC.  Includes 
full-screen  editor  (search,  replace  and 
block  operations),  compiler,  linker  and 
handbook.  Libraries  for  graphics  and 
advanced  math  are  included.  Whether 
you  want  to  learn  C,  or  program  in  a 
serious  C  environment  for  your 
Commodore,  Super  C  is  the  one  to  buy. 
C-64    $59.95  C-128     $59,95 


BASIC  Complter— Now 
anyone  can  make  their  BASIC 
programs  run  faster  I  Easily 
converts  your  programs  into  fast 
machine  language  or  speed 
code,  Even  speed  up  programs 
written  in  Simon's  Basic,  Video 
Basic  etc.  If  your  program  walks 
or  crawls,  give  it  speed  to  RUN! 
C64    $39.95    C12e  $59.95 


GEOS'"  Tricks  &  Tips— A 
new  book  with  something  for 
everyone.  Contains  over  50 
tricks  and  tips  that  you  can  use 
everyday.  Converts  any  word 
processor  file  into  geoWrite 
format;  edit  existing  GEOS  fonts 
or  create  your  own;  Write  in 
machine  language  or  explore  the 
internals  of  GEOS.       $16.95 


ew! 


'Xi^ 


■«*,;" 


Please  now  our  new  address  and  phone  numbsrs 


Abacusiii 


Dept,  G1  •  5370  52nd  Street  SE  •  Grand  Rapids,  Ml  49508 
Phone  616/698-0330  •  Telex  709-1 01  •  Telefax  616/898-0325 
Call  or  write  today  for  your  free  catalog  or  the  name  of  your  nearest 
dealer.  Or  you  can  order  direct  using  your  Visa,  American  Express  or 
MasterCard.  Add  $4.00  per  order  for  shipping  and  handling.  Foreign 
orders  add  $12.00  per  item.  30-day  money  back  guarantee  on 
software.  Dealer  inquiries  welcome— over  2400  dealers  nationwide. 


P'ex  searches.  Very  11mm.  ^'  ^'^^  capacity.  Perfo,ms 

AssomPro    Ami  S79.9S 


A  Buyers  Guide  to 
Commodore-Ready 

Printers 


Mickey  McLean 


There  is  a  good  selection  of  printers  designed  to  work  specifi- 
cally with  the  Commodore  64  and  128-~with  no  separate  inter- 
face required.  This  buyer's  guide  represeiits  a  comprehensive 
list  and  description  of  all  those  available.  Included  are  catego- 
ries describing  speed,  pitch,  buffer,  paper  feed,  graphics  capa- 
bility, warranty,  and  price.  Be  sure  to  see  the  previous  article, 
"Commodore-Ready  Printers:  A  New  Generation,"  for  more 
details. 


Explanations  of  Terms 

The  following  list  contains  definitions 
of  terms  used  in  the  buyer's  guide. 

Compatibility.  Because  of  Com- 
modore's unique  serial-data  com- 
munications format,  printers  with 
standard  serial  or  parallel  connec- 
tions will  not  work  with  a  64  or  128 
without  first  being  connected  to  a 
separate  interface.  All  printers  in 
this  buyer's  guide  work  directly 
with  Commodore  computers  and 
do  not  require  a  separate  interface. 
As  noted  in  the  buyer's  guide,  some 
of  these  printers  are  compatible 
with  other  formats  as  well. 

Printer  type.  There  are  three  types 
of  print  technology  available  for 
Commodore  computers:  daisy- 
wheel,  dot  matrix,  and  thermal 
transfer.  Daisywheel  printers  form 
characters  by  striking  the  paper 
through  an  inked  ribbon  with  a 
small  wheel  whose  spokes  have  let- 
ters and  numbers  at  their  tips.  Dot- 
matrix  printers  also  use  impact,  but 
employ  a  printhead  that  contains 
either  tiny  wires  or  pins  that  form 
characters  or  graphics,  A  printer 
with  thermal-transfer  capabilities 
uses  heat  to  melt  a  waxlike  ink  onto 

18    COMPUTErs  GBZette    Juna  1988 


the  paper. 

Speed.  In  this  category,  users  can 
determine  how  fast  a  printer  prints. 
Most  printers  offer  users  a  range  of 
speeds  measured  in  characters  per 
second  (cps).  The  slower  modes  can 
provide  near-letter-quality  printing 
(like  a  typewriter),  whereas  the 
faster  modes  produce  rougher  or 
fainter  type  in  what  is  usually  re- 
ferred to  as  draft  mode.  Some  print- 
er speeds  vary  depending  on  the 
type  of  font  used  such  as  pica  or 
elite. 

Pitch.  The  pitch  determines  how 
many  characters  can  fit  on  a  line 
and  is  measured  in  either  characters 
per  inch  (cpi)  or  characters  per  line 
(cpl).  If  larger-  or  smaller-than-nor- 
mal  characters  are  being  printed, 
the  pitch  can  vary. 

Buffer.  This  is  amount  of  text  the 
printer  can  store  while  it  is  operat- 
ing, allowing  the  computer  to  per- 
form other  work.  Add-on  buffers 
can  be  purchased  to  increase  the 
printer's  memory  capacity. 

Paper  feed.  The  two  basic  feed  types 
are  friction  and  tractor.  Friction-feed 
printers  grip  the  paper  and  move  it 
around  the  platen  like  a  typewriter. 


while  tractor-feed  printers  grab  the 
holes  at  the  edge  of  the  paper  with 
teeth  at  either  side  of  the  platen. 
Many  printer  manufacturers  offer 
single -sheet  feeders  and  additional 
tractors  as  optional  equipment. 

Graphics  capability.  Because  of 
the  limited  number  of  characters  on 
a  daisywheel,  printers  with  daisy- 
wheel  technology  cannot  usually 
produce  Commodore  graphics 
characters.  Dot-matrix  and  thermal- 
transfer  printers  do  not  have  these 
limitations  and  therefore  have  the 
capability  to  print  graphics. 


Manufacturer  Names 
and  Addresses 

Blue  Chip  Electronics 
7505  W.  Boston  Ave. 
Chandler,  AZ  85226 

Brother  International 
8  Corporate  PI. 
Piscataway,  NJ  08854 

Commodore  Business  Machines 

1200  Wilson  Dr. 

West  Chester,  PA  19380 

Okidata 

532  Fellowship  Rd. 
Mt.  Laurel,  NJ  08054 

Seikosha  America 
1111  Macarthur  Blvd. 
Mahwah,  NJ  07430 

Silver  Reed  America 
19600  S,  Vermont  Ave. 
Torrance,  CA  90502 

Star  Mi  cronies 

200  Park  Ave.,  Suite  2310 

Pan  Am  Bldg. 

New  York,  NY  10166 


Htm 

Mmjfactunf 

ConipniWIIty 

PrintBTtypv 

S(IMd 

PMch 
(CM 

Butltf 

MpofMd 

Qnphka 

WamiTty 

Pila 

Cofflmditi 

DlZ/tO 

Blue  crap 

CommoSore  inttrtaca 
JncludKl 

03is>vft)ee< 

12 

10 

» 

Fhctnn.  traflor 

optional 

No 

6  fnontlis 

««9 

Comes  wrth  FkBtwntsf  H! 
vmrd  pcDcossof 

Dffl/tO 

EMirario 

BljH  VI  CofTHDCMlore  and 

OjBjwheel 

20 

10 

2K 

Of!(iDn2l 

Nb 

D  iTionttis 

S2T9 

Canes  wifi  fif^fw^Eiy  /V 

Ut2aM.D 

Electonics 

CommoiJof^  ^eflace 
ISM/compalibte  cjbte 

Do(  iratm 

?5-ia 

ID 

2K 

Friction  and  tracta 

*s 

5  months 

S299 

Comes  wrtfi /TwftHTter /ff 
word  prQc«ssv 

HR-10/C 

Biother 

CcxTtmodora  senad.  paradteJ 

DasywheeJ 

12 

10-15 

ai 

Fndjoo  and  doctor 

No 

1  year  to 
parts.  90  days 
to  labor 

S349 

MPS  1250 

Commodoie 

Busoess 

MKtiines 

CWnmalotB  scnal. 
Centrofiic^  piafatid 

Dot  rrarU 

24-120 

5-12 

mHibH) 

vas 

90  days 

$2M95 

OMnieo 

Otaba 

CefiTonics  tiafallel 

30-190 

17 

2K 

Fiiann  and  pin, 
tractOi  Dptoial 

M 

lyeai 

S329 

0kitTiite2(] 

OkiOiitii 

Seiiaf.  paraltel 
(Cknmoilwe  mterfaiz 
w9h  Hug  'N  Pith  let) 

ThBiral 
tran^ef 

40-ao 

17 

8K 

Vte 

90  days 

S26a 

Color  printing  capabiities 

1200  VC 

S«flista  Amgnca 

Comrodore  slsnd<rt 

Dot  maUu 

25-120 

10-15 

Z3K 

Friction  and  tractor 

Vte 

Jyears 

S299 

Forls  cfwscn.  from  from 
panel 

SP-1000  VC 

Setosha  Amefei 

Convnixiwe  stanlaid 

DM  maMi 

20-100 

10-15 

1.5K 

Ftictionanl  iracMr 

m 

2jMrs 

(270 

Modes  Imeteed  and 
marfp^  settiriQ 

SP-1B0VC 

Selcsha  AiTKnca 

ComnodM!  sumtenl 

Dot  (nstmt 

20-100 

10-15 

1^ 

fts 

2yMra 

S249 

EXP4M 

Silvor  Bwd 

Biiiitin  Commodote 
intertsce 

Daisytvhm^ 

12 

10-15 

1  lira 

sheet  feed  optkmal 

No 

todays 

J299 

ra-iK 

SorMicronics 

Commatore  sera! 

DMnatiK 

30-120 

5-17 

1  tn 

m 

lyear 

S349 

NX-IODQC 

Hufli-Fort 

Star  Microncs 

CommodOfB  s?nci 

Dot  malii* 

36- W 

12 

1 1ma 

Fnctwi.  tractcx,  and 

sin0e-slw«l  toed; 
opDDnal  autornallc 

ya 

lyw 

$299 

NX-tOOOC 
Ranlxiw 

Star  Merona 

ComrodDn  unt 

Dot  ritfiu 

3e-w 

(2 

1i» 

Fnetidn.  tnau.  and 
ui^  sheet  iMd^ 

sheet  feeder 

>ts 

1)«r 

a79 

Cokx  pn«ig  ta(iatiM«s 

COMPUTEfs  Qazette     June  1938       19 


DON'T  SETTLE  FOo  ii^^*^ 


154111  DISK  DniVE $169.95 

1802C  MONITOR $189,00 

64Cw/1541IIDriwa S317.00 

64C  W/SW41  DrIvBL S259.00 

iao2C  with  eliher  package S184.00 


128K  Memory 

Built  In  1571  Disk  Drive 

Datatchable  Keyboard 


128Dw;i084Monilor. S719.0O 

1280  w/Thomson  4120 $649.00 


I    (  I   \l  M  tl  U  1  1  H   1 

FOR  ALLYOUR  AMIGA 
NEEDS 
CALL 


^ 


tcp 


51 2K  RAM  Upgrade..  $159.00 

1010  EXT  DRIVE $219.00 

1680  MODEM ..$139.00 


TUSSEY'S  SPECIAL  PACKAGES 


GAME  GALLERY 


Educational  Software  too! 

All  Gamos  stocked  (or  quick  ship!!! 


ACCESS 

Echelon $29.95 

Laader  Board SB4,9S 

Lea<f Qr  Board  Ts^rn.  Disk $  1 6 .95 

ACCOLADE 

Apollo  le II9.9S 

Comics  ,.,„ ,...„ S19.9S 

41h &  inchei »aS95 

Hafd  Ball 122,95 

Kiiv«iUnijlO«aa S12-95 

Miniputl $24.95 

Tost  Dfiva $2«.9S 

ACTIONSOFT 

UEI  Niflja J24  95 

ThunOer  Ctioppot 124  95 

UpP«r1»C0«» J19  95 

ACTIVISION 

Alf  Rally -, S24.95 

Atiens I2B.95 

Gamgrmikflr  Pad^ga 

wiin  all  Library; S39.95 

Maniac  Mansion $27.95 

MusioStuaio ....S27.95 

Shanghai $24.95 

AVALON  HII>L 

NBA $r9.95 

ISRODEIUJUND 

LodaRunnar $24.35 

Mo«tiiUi $27.95 

Superbaha  Challanga $19.95 

UBimaV $39.95 

CINEMAWARE 

Dafendar  of  Iha  Crowo ,. S22-95 

MnBolClwago S32.9S 

SOI $27.96 

The  Thfos  Stoojes $27.95 

COSMI 

Oaf  Con  S $17.95 

DATA  EAST 

Comrnando $17.95 

Karale  Champ $24.95 

KidMkI $19.95 

Speed  Buofly $19.95 

DATASOPr 

AN  Raality/Dunjaon $24,35 

Bismatk $24.95 

DarhLoid $19,95 

FonM7 $19.95 

Hum  For  Had  Octstxr $32.95 

ToOnik.., $27,95 

Tomahawk .$24,95 

Video  Trllo  Shop $25,95 


BUY  2 
GET  1  FREE! 

Quy  any  two  Elacnonic  Art^  Titles' 

Betwttn  Apiltl,  IMS  and  Juno  20, 

IMS  and  oil  a  third  lilio 


ABSOLUTELY  FREEIt 


'  "OasHC"  TA]^t  Do  No)  Qtitlily 


Electronic  arts' 

BartfsTaio $2795 

BaitftTaieil $29,95 

Clia9smasti!r2O0O„ $2e,9S 

Demon  S[«iiKorEi $24.95 

Droaon'sLair $19.95 

Dunfjaon  Runnan $19,95 

EOSfEarin  OrW  Slal'n)     „$I9  95 

Instant  Music $24,95 

Legacy  ol  the  Ancianis $19,95 

Martiie  Madness $23,95 

ktester  Ninja $24,95 

Monopoly $22  96 

Outrageous  Page* $39,96 

PHM  Pegasus $24,95 

Roodwars $24,9$ 

Rociilord $24,95 

ScratJblB $27.95 

SlulaorOia $24  95 

Sliy  Foill $24.95 

Slarfieell $29,95 

SlhheFtael $29,95 

World  ToufGoil $27,95 

YeaflerArr $24.95 

Bmx 

SOOXJJoysKV  $14.95 

Ca'itorn.fl  Goirej $24.95 

Champ'ship  Wrestling $2795 

Create  a  Calendar $19.95 

Deysiroyar $24.95 

Movie  ^A5nstor $15.95 

street  sports  Basabafl...... $29.95 

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Summer  Games $16,95 

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Super  Cycle $14,95 

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World  GainOT $2995 

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FIREBIRD 

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SlarGlidar $24.95 

ThaSamry $27,95 

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Cn»mpionsi»p  Football $27  95 

GBA  BasKelbail  2  on  2 $24  95 

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INFOCOM 

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NATO  Com mafioor $24  95 

Pirnlos $24  95 

Silent  Service $24.95 

Solo  Flight $24.95 

Steaiih  Fijhtef $29.95 


MINDSCAPK 

Gauntlet $29.95 

Indiana  Jones $22.95 

Indoor  Sports $22.95 

Infiltrator  II $21,95 

Papertwy,- $24,95 

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Superstar  HocJiey $24,95 

UchiMatfl $1995 

Uridium „ $19,95 

SIMON  &  SHUSTER 

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SSI 

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Realmsol  Darkness $27  95 

Rings  of  ZiPlin $24,95 

Roadwar  Europa $29,95 

Sfiard  ol  Spring $24,95 

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SUB LOGIC 

Fiigtil  Simulator  II $32.95 

Jet $29.95 

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G4C  BUSINESS  AND  PRODUCTIVITY 


(i.iC  DATABASES 

Bunk  Slfoel  Filer $34,95 

Data  Manager  II $19.95 

(MC  INTEGRATED  PKCS 
VliaslarB4  4K $39.95 

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S«daw3ys S19  9S 

6.1  C  WORD  PROCESSORS 

Banli  Street  Writer $32,95 

Font  Master  II $34.95 

Pspeioiip  w/spellpack $49.95 

Papereiip  III $39.95 

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WordPro  3+*4 $14.95 

Word  Writer  64  w/speller $34.95 


FINANCIAL  &  ACCT. 
Timeworks  Eiectr  Chtckbk.  $1S95 

Timaworks  Money  Mgr $19  95 

CMS  Acct  Pkg(e4 $1 19,95 

MISC.  HARDWARE 

Estes  pwr  supply  lor  C-64 $54.95 

MaveronaSSioteipafider  ,..$27.95 

UTILITIES 

TtiinklnflCap,,, $32.95 

Toy  Shop $42.95 

Copy  tl  64/12* $24 IX) 

CSM  1541  aitgn „ $34  85 

Fast  Load ; ,124  85 

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oonuioDOREiae 

SOFTWARE 


WORDPROCESSOR 

Fleet  System  4  ..„ $56.95 

Fonl  Master  128 ...$44,95 

Paperclip  II $54,95 

Paperclip  III $39.95 

Superjcnpt  128 , $S9.95 

Torm  Paper  Wrtlar ,..$34.95 

Viiawrite  1 26 $CALL 

Woidwrilar  1 23  W'^ptll  ..$34.9! 

SPREADSHBFrrS 

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DATA  BASES 

Daia  Manager  128 $34.95 

Partecl  Filer. — ..$49.95 

Superbsse  12S ,.,,$64.95 

MISC.  128  SOFTWARE 

Accountant  I  no $69,9$ 

Bobs  Tami  Pro  128 $47.9$ 

CMS  Acci  Pkgr  1 28 $1 24.fS 

Mach  128  „.,. „$3B.95 

Pannar  128 $54,95 

Persona!  Aoct  123 $34,95 

Sylwa  Porter's  Personal 
Finance  Planner $54,95 

Viiastor  128 $CALL 


rfjltr* 

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BcrkclGV  Soflwarks 

GEO  PuWt&h W4,95 

Hmdcrbunct 

Graphics  Library  Ml  or  III St6.9S 

Print  Shop $25.B5 

ElectronicB  Arts 

Oulr3{}«ous  Pagas $39.95 

Springboard 

CertEficaEfl  Malter $3£r.95 

Clip  An S19.95 

Newsroom...... $34.95 

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Pnnimattar  Pkjs S29.9S 


TUSSEY  COMPUTER  PRODUCTS 


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tCp  SHIPS  IT 


PRINTERS 


Panasonk.. 

Office  AuiomalionjT^Ci 

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Call  (tst  latest  price  on 

ND'10       ND-15 

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RGB/COMPOSITE  COLOR  MONETORS  FOR  THE  128 
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Software  orders  over  $100  and 
Accessories  under  6  pounds  will 
be  shipped  Federal  Express 

(Even  at  these  prices)  You  only  pay  TCP's  standard 
shipping  charge  of  $4.00  per  order.  Orders  arriving 
before  3:00  PM  our  time  will  be  shipped  out  same 
day.  If  part  of  your  order  Is  backordered  the  remain- 
der will  be  shipped  UPS  Ground  FREE! 

SECURITY 

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■  We  insure  your  order  at  no  extra  cost  to  you, 

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Pkg,  Pfice  (or  all  Modules: 

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OCEANIC 

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O  COMMODORE 

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FOR  INFORMATION  CALL  814-Z34-2236    FAX:  814-237-4450     m 


Super  Snapshot  3.0 
and  Slideshow  Creator 


The  64  utility-cartridge  war  has  intensi- 
fied markedly  in  the  past  year,  I  recent- 
ly counted  at  least  ten  "fast  load  plus" 
cartridges  on  the  market.  Several,  in- 
cluding Super  Snapshot,  are  in  their 
third  incarnations.  Though  one  of  the 
most  technologically  advanced,  even  a 
quality  product  like  Super  Snapshot 
needs  something  special  going  for  it  in  a 
crowded  market.  And  this  "something 
special"  is  a  gem  of  a  companion:  Slide- 
show  Creator. 

Dependent  entirely  on  the  car- 
tridge for  slide  preparation.  Slide- 
show's  Projector  program  does  not 
require  Super  Snapshot  to  run.  Essen- 
tially, Slideshow  Creator  enables  you  to 
turn  DOODLE!  and/ or  Koala  Psi'm  im- 
ages into  a  series  of  "slides,"  either  in  a 
stand-alone  show,  or  as  part  of  your 
own  BASIC  or  machine  language  pro- 
gram. (Demos  are  included  illustrating 
all  possibilities.)  All  applications  should 
be  easily  understood  by  intermediate 
programmers. 

One  of  Super  Snapshot's  many 
fine  features  is  its  screen  copy  (dump) 
capability,  which  permits  any  screen 
(minus  sprites — we  are  promised  these 
in  version  4.0)  to  be  captured  on  disk  as 
a  DOODLE!  or  Koala  file,  among  other 
formats.  Screen  dumps  can  also  be  sent 
in  three  sizes,  and  in  normal  or  reverse 
format  to  a  variet>'  of  printers. 

Once  saved,  screens  can  be  modi- 
fied by  their  respective  programs.  Slide- 
show  allows  for  sequencing  any  set  of 
DOODLE!  or  Koala  images,  specifying 
their  timing,  and  entry/exit  mode 
(wipes).  It  also  offers  a  scrolling  text 
overlay  option. 

Scrolling  text  (which  can  be  quite 
long)  is  either  of  two  sizes,  in  any  of  ten 
fonts,  and  may  be  placed  anywhere  on 
the  screen.  (It  can  appear  either  in  front 
of  or  behind  the  graphic,  in  a  variety  of 
user-specifiable  colors.)  The  show  itself 
can  be  set  either  to  run  once  and  stop  or 
to  repeat  infinitely.  To  display  a  large 
number  of  slides,  up  to  four  disk  drives 
of  any  type  may  be  chained  together. 

Slideshow  Creator  is  a  versatile 
program.  It's  highly  appropriate  for 
window  displays  and  for  both  business 

22     COMPUTE!  $  Gazette    June  1988 


and  educational  presentations.  This 
ability  alone  is  nearly  reason  enough  to 
purchase  a  Super  Snapshot  cartridge 
(the  combination  costs  less  than  $70). 
Super  Snapshot  has  many  other 
features  going  for  it  as  well.  With  a  32K 
ROM  and  an  8K  RAM,  it — uniquely 
among  utility  cartridges— permits  plug- 
in  ROM  upgrades.  Company  policy  is 
to  upgrade  cartridge  ROM  for  $20  plus 
$3  shipping  and  handling;  all  you  do  is 
send  in  your  old  cartridge.  (The  original 
Snapshot  64  is  not  upgradable).  It  re- 
places the  ROM  (you  can  do  it  yourself 
as  easily),  and  includes  the  current  "pa- 
rameters" disk  and  documentation, 
which  is  quite  good. 


Super  Snapslwt  is  one  of  the 

most  technologically  advanced 

cartridges  for  the  6i — and  it 

has  a  gem  of  a  companion: 

Slideshow  Creator. 


Users  familiar  with  version  2,0 
should  be  aware  that  3.0  is  a  significant 
upgrade.  Among  the  many  new  fea- 
tures are  turbo  save  and  a  faster  turbo 
load,  (Now,  60  blocks  load  in  6  seconds 
instead  of  8.5,  and  we  are  promised  fur- 
ther improvement  in  %'ersion  4,0,)  Ver- 
sion 3.0  includes  turbo  routines  unique 
to  the  1571  drive,  (The  manual  shows 
how  to  use  these  even  on  the  64).  Also, 
there  is  sprite  collision  disabling  (sever- 
al varieties),  and  an  Extended  Life  func- 
tion that  locks  in  your  attained  level  in  a 
game.  Should  a  game  "death"  occur, 
upon  restart,  the  game  resumes  at  the 
previously  attained  level.  This  is  one  of 
several  reasons  for  the  on-board  8K 
RAM.  Indeed,  dedicated  hacker/ 
gamers  can  freeze  a  program  at  any 
point,  enter  the  machine  language 
monitor,  modify  code,  and  return  to  the 
running  program  with  memory  other- 
wise uncormpted.  This  is  a  capability 


unique  to  Super  Snapshot. 

One  of  the  features  1  particularly 
like  is  the  easily  programmable  function 
keys.  Cartridges  typically  offer  prepro- 
grammed keys,  but  this  is  the  only  one 
I've  seen  that  allows  you  to  modify 
them.  And  who  doesn't  want  to  change 
one  or  two?  Particularly  well-designed  is 
function  key  loading  from  an  on-screen 
disk  directory,  accessible  via  another 
function  key.  (1  only  wish  that  a  DSAVE 
command  made  saving  from  a  directory 
as  simple.) 

The  cartridge  contains  so  many 
useful  features,  I  cannot  begin  to  name 
them  all.  Two,  however,  merit  special 
mention:  the  accessible — through  the 
ML  monitor — and  user-friendly  track- 
and-sector  editor,  and  the  turbo  file  and 
disk  copy  utility.  The  file  copier  permits 
fast  copying  of  selected  files  from  any 
model  disk  drive  to  any  other,  includ- 
ing the  1581.  (Turbo  and  copy  utilities 
for  the  1581  are  rare.)  The  disk  copier 
purportedly  copies  disks  between  like 
drives  only,  t  could  not  test  this  copier; 
my  review  ROM  lacked  this  feature. 

A  parameters  disk — the  latest  one 
from  Kracker  Jax — is  included  with 
Super  Snapshot  for  those  relatively  few 
programs  the  cartridge  cannot  back  up 
by  itself.  (According  to  the  publisher. 
Software  Support  International,  no  car- 
tridge can  back  up  all  programs.)  The 
disk  includes  both  a  nibblor  for  pro- 
grams that  require  one  (Kracker  Jax 
identifies  them)  and  a  set  of  disk-based 
Turbo*25  utilities  that  permit  you  to  re- 
format your  backups — on  the  1541 
only — and  to  load  very  fast,  with  or 
without  Super  Snapshot, 

Every  reviewer  has  a  wish-list  of 
desirable  features,  and  1  am  no  excep- 
tion. 1  miss  a  set  of  BASIC  aid  utilities,  a 
reset  button  available  during  system 
crash,  and  an  OLD  command  to  recover 
a  lost  BASIC  program.  On  the  other 
hand,  a  complete  disk  wedge  is  always 
available,  even  at  snapshot  time.  This 
wedge,  turbo  load  and/or  save,  and  the 
programmed  function  keys  may  be 
turned  on  or  off  at  any  time.  1  would 
also  appreciate  a  turbo  Scratch  and  Val- 
idate to  go  with  the  fast  l-ormat.  Load, 
and  Save  (maybe  in  4.0?). 

There's  a  lot  of  power  in  these  two 
packages.  Both  are  well-designed  and 
packed  with  useful  features.  Software 
Support  International  (formeriy  Com- 


kEEPit 


\UtiatHIUtlUtitiltttttlHHtHHHiHHMIlMUitttmttUtttttHttti 


THE  FINAL  CAITTRIDGE  III 

A  POWEBFtFL  S4K  ItOH  BASED  OPGRJXmS  SISTEM  FOB  fBB 
Ce4AHI}CUa 


asy  !D  use  TOtlXMS  snd  FULL  WJmJ 
MEFuS  all™  JDU  IB  seka 
with  either  iiiouse,  >?yBtaclt  or 
teyboanl  iDorfl  thaji  60  new 
OOMMANDS IM  FUHOTOKS. 
^fcrloits  milTER  INTER, 
KiCES.  a  EASK  TOOLKIT 


Gnciiit^iila  Ul  UONITSR  isctadu;g 
LB41  dnvB  tooesE  iDd  opriSMditinl,  a 
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praporHon&l  olwaotere,  2  DISK 
J    IflMJEHS  with  sjKWls,  up  to  16  ttaos 
t-uitivr  and  a  scale  of  tlie  aK 
FREEZER.  liuiEknn  jnur 
'.v^mnxxkav  IcXo  a  eofopleite 
nnr-AUUUlOK 
AUKE '  ^steai. 


THE  FINAL  CARTRIDGE  III 

nia  til^  nsilutiiiii  bit  ma]iii«i  wliuiiiiis  are  s^iSiA  {ram  »  jkeu  tar  An  unliralted  niaitar  of 
vbdoKS  can  bt  opoi  on  th«  eesvia  at  Uie  tiae  The  windnn  oa  tM  fiwjy  nrainl  on  U»  screen. 


The  lollnnnj  wiitilows  Et»  EilniVly 
li]]pletiienl»d  in  ROM: 
rBurmuici  wnrotm 
SalKtK  iTBXiu  port,  Jq^Udi  port, 
iDcun  smd  Bcnen  Gotoars,  pclntar 
douis.  IteybDATd  click,  t^tsaM 
repeat. 
cucuuiiros 

Complete  slinuhtion  of  a  1£1>- 

calcLtLator.  input  either  with 

[cam.  jojaiok  or  t^yta.-'; 

The  niiinfli^clmypado*'-.', 

C12acai>b«ii««liiiCM-.  ■:■ 

■DnuD 

Easy  ti  UM  MxntpKcessor  with  pniportunal 

cbaiuiben  enables  ^  to  EtDr«  and  pnnt  small 

noi^.  leuare.  etc. 


f 


niiusimiEf  wmnawg 

Enahles  you  to  open  directories  frcm  dUTerent 
tilaka  and  drivss,  sort  and  print  dliectories. 
Dtsxwmcnrs 

[All  Run,  Bfloamc.  ^UKtala.  Scratch,  Ihltla]^, 
VhA  lirmal  disks. 

nfEwnroow 

Af^v^^  ^st  and  n^rcial  modes, 

FmnTiiH  wnmows 

Select  different  printers,  such  as  Commodore 

serial,  Centnjnlc£,  Rfi  £32.  (l>]our  pi*lhtetB. 

hkijuksiki  wiuMwa 

sum;  us£I)  nsEB  vnxiKnrs 

ciooi 

EM  1ta»  Occlt.  Willi  AliRB, 


-^HJEBOJ^- 


TW. 


i3GE  III 


luunativt  luiitwm,  comblnad  with  »aun  Hftwm,  allow  jim  to  fn«u  ud 
MntinBe  eveiy  well-kmnrn  CM-pn^nm. 


RMaar  options  Inclnde: 

0»irTHOnoa/SE£IAL/RS  E3E 

SGUExinnos 

•  M  A4  printing  •  toSable  prlntBlze 

•  Oolour  prtntln^  •  Sprite  printing 

•  Ravsrse  pnntms  •  Oclour  diai^. 

UUIEKILLEB 

•  Kills  sprite  tn  sprite  •  and/oi'  cprite  to 
b^clijKiiind  colstDn  •  Can  be  started  at  ai;y 
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AUTO  FUE 

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PJDllDOUt 


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J  Tlirbo  Reload:  H]  back-ups  reload  ccrnplfcteiy 
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J  Sprite  Monisor-  View  the  Sprite  set  from  the  frozen 
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J  DlSKDOCrrCHVa  -  Read  and  wntBir^ tract 

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J  HEADEtV/GAP  EDITOR  -  Deccdae  and 
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DlfrUHEDbif  anQ'  nie  prc^ram  dUvcUy  Trgin  Uio 
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ROM  IT  ""^^^ 

Ikirbo  Bam  II  li  i  rajlicsment 
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\J  lAads.^SaTes  nest  pro^raiM  a  &^  Hclbs 

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_j  Ici  proved  DOS  eupp3rt  ind-.aljflg  10  sec 

fartoat 

_1  ftopainaml  lUtituon  Istji:-  load. 

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J  l^eturn  to  oornaj  htrittt  u  Qict  of  a 

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J  ROW  -  gpselal  I/O  loaiier 

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J  nifCOUMrran  -  Canooinptctciactdne 
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J  aOTDI3KC0FV  -  OopymenUrtdlstln 

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Kung-Fu  Master 

Data  East  is  becoming  a  major  source  of 
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1 -(800)  727-6937 


buy  a  high-quality  joystick.  You'll  need 
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stick in  four  directions  at  once.  (You  can 
also  play  with  keyboard  joystick 
emulation.) 

When  the  game  begins,  you'll  see  a 
demonstration  game.  Press  any  key  to 
see  the  options  screen.  You  have  the 
option  of  playing  against  an  opponent 
(actually  you'll  just  trade  off  control  of 
the  central  character)  or  of  playing  alone. 

Next,  select  your  level  of  play. 
There  are  five  floors  in  the  wizard's 
temple,  where  you  have  come  to  rescue 
a  maiden,  and  the  five  levels  of  difficul- 
ty correspond  to  these  floors.  The  level 
of  difficulty  represents  the  number  of 
enemies  coming  after  you. 

The  third  option  is  whether  to  play 
the  game  with  the  selected  options  or  to 
return  to  change  the  options  already 
mentioned.  Once  again,  press  RETURN 
to  continue.  When  you  are  on  the  level 
you  want,  you  can  begin  play  after  a 


Buy  a  high-quality  joystick. 

You'll  need  it  because  the 

action  is  so  frantic. 


loss  by  pressing  RETURN  four  times. 
You'll  probably  lose  often  at  first,  so 
this  procedure  will  quickly  become  a 
part  of  the  game's  rhythm. 

In  the  first  frame  of  the  first  level, 
jars  and  globes  fall  from  the  sky.  They 
can  be  destroyed  in  midair.  If  they 
reach  the  ground,  they  burst  to  reveal 
dragons  and  snakes.  Some  globes  float 
a  moment  and  then  explode  into  clouds 
of  deadly  shards. 

You  cannot  kill  the  snakes,  but 
they  can  kill  you,  so  you  should  leap 
over  them.  Attacking  a  dragon  is  very 
dangerous.  They  breathe  Oames,  which 
you  must  avoid.  Squat  and  kick  for  best 
results.  Move  quickly,  because  the  drag- 
ons disappear  after  the  flames  go  out. 

Henchmen  approach  you  individ- 
ually and  in  groups.  They  appear  to  be 
unarmed,  but  they  can  destroy  you  if 
they  get  their  hands  on  you.  Shrug  off 
their  life-draining  grip  by  rapidly  turn- 
ing from  side  to  side.  It  will  save  your 
life,  but  you'll  earn  no  points  for  such  a 
maneuver.  You  can  keep  tabs  on  your 
strength,  and  the  enemy's  strength  as 
well,  by  watching  the  bar  displays  at 
the  top  of  the  screen. 

To  earn  points,  you  must  kick  or 
punch  the  enemy.  This  concept  is  de- 
ceptively simple.  The  fact  is  that,  just  as 
in  real  martial  arts,  you  must  develop  a 
sense  of  space  around  yourself.  When  a 
henchman  (or  any  one  of  the  dozen  or 


so  other  threatening  obstacles)  enters 
that  space,  you  must  react  instantly.  If 
the  enemy  is  too  close  or  too  far  away, 
your  aggression  will  have  no  effect. 


You  can  select  kicking  or  punching 
by  pressing  the  space  bar.  You  can  kick 
or  punch  on  any  of  three  levels:  stand- 
ing, squatting,  or  leaping.  For  example, 
you  can  leap  over  or  squat-kick  dwarfs. 
If  one  grabs  your  legs,  switch  the  joy- 
stick rapidly  from  side  to  side  until  the 
dwarf  falls  off  the  surface  of  the  earth. 

Generally,  you'll  earn  more  points 
for  defeating  someone  with  a  punch  or 
a  jumping  kick  than  with  a  standing  or 
squatting  kick.  Points,  however,  will  be 
a  secondary  consideration  to  survival 
until  you  become  very  good  at  this  game. 

Guardians  are  the  most  resilient 
characters  in  this  game,  and  they  are 
armed.  Somehow  you  have  to  avoid  be- 
ing stabbed  by  flying  knives  or  de- 
stroyed by  bats  as  you  kick  or  punch  the 
guardian  repeatedly. 

You  must  battle  your  way  to  the 
stairs  at  the  end  of  the  corridor  before 
the  timer  counts  from  2000  to  0.  The 
stairs  lead  you  to  the  next  floor,  where 
you  will  be  given  additional  time  and 
energy.  You  begin  with  three  lives,  but 
you  can  earn  extra  ones  for  each  40,000 
points  scored.  To  earn  points  rapidly, 
concentrate  on  killing  dragons,  floating 
globes,  and  bats. 

The  pause  feature  is  most  wel- 
come—  especially  in  a  game  so  frenzied 
as  this  one.  Another  impressive  feature 
is  the  ability  to  move  in  both  directions. 
Many  action  games  allow  you  to  move 
right  to  left  or  left  to  right,  but  steadfasdy 
refuse  to  move  in  the  opposite  direction 
{Kid  Niki  and  Bazooka  Bill  are  two  exam- 
ples). Kung-Fu  Master  can  move  away 
from  or  toward  the  objective,  which 
makes  the  game  just  a  little  more 
realistic. 

If  you  want  fast,  unrelenting  action 
(and  particulariy  if  you  have  been  dis- 
appointed by  other  oriental  combat  of- 
ferings), Kung-Fu  Master  is  the  martial 
arts  game  you've  been  waiting  for. 

—Robert  Bixby 

Data  East 

470  Needles  Dr. 

San  Jose,  CA  95112 

$19.95 


26     COMPUTEl'S  Gazelle     June  1988 


Tetris 

It  arrived  during  the  first  week  of  the 
Olympics.  It  was  a  simple-looking 
game  in  a  red- and- ye  How  box.  I  looked 
it  over  excitedly  thinking,  "Aha!  Here's 
a  chance  for  at  least  someone  to  get 
even  with  the  Soviets!" 

So  I  thought. 

Coutesy  of  Spectrum  Holobyte, 
Tetris  is  the  first  game  to  arrive  in  the 
United  States  from  the  U.S.S.R.  This  in- 
triguing and  deceptive  game  was  in- 
vented by  a  young  Soviet  researcher 
currently  working  at  the  Computer 
Centre  (Academy  Soft)  of  the  U.S.S.R. 
Academy  of  Scientists  in  Moscow.  The 
original  programmer  was  an  18-year- 
old  student  of  Computer  Informatics  at 
Moscow  University,  It  was  developed 
through  the  joint  efforts  of  Academy 
Soft  (Moscow),  Andromeda  Software 
(London),  and  Spectrum  HoloByte 
(U.S.A.). 

The  concept  is  relatively  straight- 
forward. You're  presented  with  an  at- 
tractive picture  overlaid  by  a  tall  black 
window  in  the  center  of  the  screen.  This 
window  is  a  "pit"  into  which  descend 
six  shapes  composed  of  four  tiny 
squares.  The  six  shapes  include  a  bar,  a 
T-shape,  an  L-shape,  a  rectangle,  and 
two  zigzags.  Your  objective  is  to  ma- 
neuver these  shapes,  rotating  and 
aligning  them,  to  create  a  solid  row  of 
multicolored  blocks  across  the  bottom 
of  the  pit.  When  such  a  row  is  created,  it 
disappears  from  the  screen  and  you  ac- 
cumulate points.  Misaligned  pieces, 
however,  stack  up  until  they  reach  the 
top  of  the  pit,  and  then  the  game  is  over. 

As  rows  disappear,  the  rate  at  which 
pieces  fall  increases.  At  faster  speeds,  you 
score  more  points  per  row.  Being  quick  at 
Tetris  means  faster  scoring,  b>oosting  your 
point  value  per  row,  and  keeping  the  pit 
clear  for  room  to  maneuver. 

Tetris  is  played  solely  with  a  joy- 
stick. The  instructions  are  short,  con- 
sisting of  only  two  pages  of  large  print. 
In  just  a  few  minutes,  you'll  get  the  idea 
of  how  to  play.  Developing  strategy 
takes  a  few  more  sessions.  Mastering 
Tetris  is  another  story  altogether. 

Choose  your  level  of  play  at  the 
outset  from  nine  available  levels.  I've 
found  that,  in  terms  of  effective  scoring, 
starting  at  a  medium  level  is  actually 
more  advantageous  than  starting  at  the 
lowest.  While  one  shape  is  falling,  the 
next  shape  to  descend  is  previeu^ed  in  a 
comer  of  the  screen.  Seeing  this  next 
shape  is  extremely  helpful  in  planning 
where  to  put  the  piece  currently  tum- 
bhng  down  the  pit. 

Musical  accompaniment  while  you 
play  is  optional,  and  the  program  will 
automatically  rank  your  score  for  up  to 
15  games.  Unfortunately,  the  game  will 
not  save  scores  from  session  to  session. 


Is  Tetris  fun?  I  found  it  addictive  on 
the  order  of  Pac  Mau.  There's  a  strong 
pull  to  ti7  to  stay  in  the  game  longer,  a 
competitive  desire  to  build  up  your 
score.  Yet  Tetris  is  mentally  more  chal- 
lenging than  Pac  Man.  You're  trying  to 
beat  time,  but  that's  not  all.  Fitting 
those  puzzle  pieces  together  takes  as 
much  mental  dexterity  as  physical.  The 
game  is  both  fascinating  and  unpredict- 
able. I've  played  over  15  games  in  a  row 
and  have  never  noticed  the  shapes  fall- 
ing in  a  discernible  pattern. 

There's  less  tension  in  Tetris  than 
in  arcade-style  games  and  less  mental 
exertion  than  in  adventure  games.  That 
makes  it  all  the  easier  to  while  away  a 
couple  hours  juggling  the  little  tiles  of 
color. 


Is  Tetris  fun?  Yes,  addictive  on 
the  order  of  Pac  Man — yet 
mentally  more  challenging. 


I  have  only  one  real  criticism  of 
Tetris:  Why  weren't  the  details  of  the 
onscreen  presentation  done  better?  This 
is  the  second  game  from  Spectrum  I've 
seen  that  has  not  used  the  64  to  its  po- 
tential. The  outside  package  is  mislead- 
ing. It  features  four  screen  shots  taken 
from  IBM  PCs.  (Tetris  is  also  available 
for  the  IBM  PC,  Amiga,  and  Atari  ST.) 
The  64  version  has  only  one  back- 
ground scene — and  it  isn't  of  the  variety 
shown  on  the  box.  And  while  the  draw- 
ing is  quite  beautiful  and  well-executed, 
it  uses  none  of  the  64's  vibrant  colors. 
Also,  the  musical  background  could  be 
more  sophisticated.  Here  again,  the  64  is 
not  used  to  its  potential. 

Other  features  listed  on  the  pack- 
age aren't  available  on  the  64  version. 
Different  starting  heights  and  different 
statistic  and  help  screens  appear  in  ver- 
sions for  other  machines,  but  it's  not 
clear  why  they're  excluded  from  the  64 
version.  It  may  be  due  to  lack  of  memo- 
ry, why  couldn't  disk  space  bo  used  to 
store  different  screens  which  could  be 
retrieved  at  random  intervals,  perhaps 
linked  to  the  level  of  play? 

This,  of  course,  is  the  fine  detailing 
which  would  simply  make  a  good  pro- 
gram more  complete  and  impressive. 
The  game  itself  is  well-designed,  chal- 
lenging, and  fun.  That,  more  than  any- 
thing, is  what  matters. 

That  and  my  next  score. 

—David  and  Robiti  Mimiick 

Spectrum  Holobyle 
2061  Challenger  Dr. 
Suite  325 

Alameda,  CA  94501 
$24.95 


Skyfox  11: 
The  Cygnus 
Conflict 

Legends  and  apocryphal  stories  abound 
in  computer  lore.  One  very  popular  sto- 
ry is  that  the  Apple  II  became  a  success 
because  of  VisiCak,  the  first  computer 
spreadsheet.  Maybe,  but  I've  often  feh 
great  numbers  were  sold  because  of  a 
game  called  Skyfox. 

Whatever  the  truth  may  be,  Skyfox 
was  eventually  released  for  other  com- 
puters, and  now  Electronic  Arts  has 
chosen  the  64  for  the  debut  of  Skyfox  U. 
A  product  of  Dynamix — the  wonderful 
folks  who  brought  you  Arctic  Fox — Sky- 
fox n  is  worthy  of  the  name,  owing  only 
a  little  to  its  predecessor. 


You  may  remember  that  the  original 
game  took  place  in  the  air  above  a  far 
planet  and  that  your  targets  in  the  vari- 
ous missions  were  aircraft,  tanks,  or 
both.  Convincing  explosions,  good 
sound  effects,  and  the  impression  of  rap- 
id flight  were  features  that  made  the  orig- 
inal a  standout.  These  features  have  been 
carried  into  the  new  release — in  spades. 

Your  mission  now  encompasses  the 
preservation  of  an  entire  galaxy  against 
the  invading  Xenomorphs,  but  all  action 
will  occur  in  the  blackness  of  space. 
After  selecting  one  of  ten  missions  and 
the  skill  level  at  which  you  wish  to  fight, 
you'll  find  yourself  sitting  in  the  cockpit 
of  a  highly  advanced — well,  for  lack  of  a 
better  name — space  plane. 

On  your  windscreen,  a  digital 
countdown  begins.  At  0,  a  metal  door 
slides  open,  and  you  are  rocketed  into 
space,  powered  by  nuclear  batteries. 
Your  armament  includes  neutron  dis- 
ruptors  (lasers),  photon  pulse  bombs, 
and  antimatter  mines. 

The  control  console,  reading  from 
left  to  right,  displays  the  number  of 
photons,  a  target  identifier,  number  of 
mines,  a  scan  monitor,  shield  and  dam- 
age indicators,  and  the  energy  level. 
Just  below  this,  a  long  bar  indicates  the 
range  of  radar  scanning.  It  will  also 
alert  you  as  to  enemy  craft  in  your 
neighborhood. 

On  the  windscreen,  a  circle  and  an 
arrow  form  a  Heads  Up  Display.  The 

COMPUTE!'!!  Gazetta     June  1988    27 


arrow  points  the  direction  to  the  nearest 
target  and  changes  color  depending  on 
the  target's  range.  When  using  the  neu- 
tron disrupters,  the  circle  functions  as  a 
gunsight  and  must  be  centered  on  the 
target. 

The  scan  monitor  shows  your  ship 
and  its  relative  attitude.  Enemy  craft  are 
white  dots,  and  the  nearest  space  sta- 
tion is  a  flashing  red  dot.  You'll  need  to 
know  this  when  it's  time  for  repairs  or 
reloading  of  weapons,  because  there  is 
little  future  in  trying  to  dock  with  an 
enemy  ship. 


The  name  of  the  game  is 
speed  .... 


Once  you've  docked  with  a  Feder- 
ation space  station,  you'll  want  to  use 
the  Repair  command  to  fix  damaged 
systems.  A  schematic  of  your  space 
plane  appears  on  the  screen  with  dam- 
aged sections  indicated  by  a  yeilow  or 
red  color.  Repair  is  as  simple  as  moving 
the  cursor  (now  a  screwdriver)  to  the 
damaged  section  and  pressing  the  fire 
button.  This  process  takes  time,  and  at- 
tacks are  still  taking  place.  You'll  want 
to  be  ready  to  go  as  soon  as  you  can, 


perhaps 'With  only  partial  repairs. 

As  with  the  original,  tne  name  of 
the  game  is  speed.  This  time,  instead  of 
soft  and  friendly  clouds  rushing  by, 
you'll  find  yourself  in  a  field  of  meteors. 
No  matter  what  direction  you  choose, 
the  meteors  are  always  rushing  toward 
you  (perhaps  because  you're  going  fast- 
er than  they  are).  I  think  the  field  must 
be  a  couple  of  million  miles  across. 

At  any  rate,  they  must  be  avoided 
or  blasted  out  of  the  way,  for  too  many 
hits  will  eventually  destroy  your 
shields.  Subsequent  hits  will  lead  to  a 
fiery  death.  Personally,  1  think  the  me- 
teors are  overdone,  a  case  of  too  much 
of  a  good  thing.  By  avoiding  them, 
however,  you'll  become  very  aware  of 
the  smoothness  of  screen  scrolling  as 
you  whip  your  craft  around  in  what 
really  feels  like  3-D  space. 

When  your  mission  ends,  you'll 
see  a  graphic  depicting  your  ship  as 
either  crashed  or  returned  home  to 
cheering  crowds.  If  you  wish,  you  can 
see  the  evaluation  of  your  mission.  You 
are  presented  with  a  list  of  accom- 
plished objectives,  enemy  craft  and 
bases  destroyed,  and  a  final  point  score 
for  the  entire  mission.  Then  it's  on  to 
the  next  mission. 

In  selecting  a  mission,  you  highlight 
the  one  you  wish  to  try.  You  have  the  op- 
tion of  seeing  a  description  of  the  mb- 
sion.  Take  it,  or  go  back  and  try  another. 


You  also  have  the  option,  at  this 
point,  of  checking  out  the  specifications 
of  the  Skyfox  IL  There  is  little  point  to 
this,  since  you  can't  do  anything  about 
them,  but  leafing  through  the  specs 
does  give  you  three  beautiful  views  of 
your  space  plane.  They  are  worth  look- 
ing at  more  than  once. 

The  graphics  of  Skyfox  II  are  excel- 
lent, the  sound  good,  and  the  documen- 
tation average.  Fortunately,  there  is  not 
a  great  deal  of  the  latter.  Because  some 
missions  require  navigation,  a  star  map 
of  the  Cygnus  system  is  included,  but 
for  reasons  not  made  clear,  it's  printed 
in  dark  blue  on  darker  blue.  Luckily, 
the  same  map  can  be  called  up  on  the 
Heads  Up  Display,  where  it  is  much 
easier  to  read. 

It  is  also  worth  noting  that  Skyfox  U 
requires  so  much  memory  that  it  will 
probably  not  run  until  you've  discon- 
nected your  printer,  second  disk  drive, 
and  any  other  peripherals  except  your 
monitor. 

Summing  up,  1  think  the  original 
Skyfox  is  difficult  to  beat,  but  Skyfox  U 
certainly  matches  it  in  speed  and  slam- 
bang  action. 

— Ervin  Bobo 

Electronic  Arts 
1820  Gateway  Dr. 
Sati  Mateo,  CA  9i406 
$29.95 


.\\\\n/// 
^^  9      ■ 


// 


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.i|nf..[:k.,lpuuk;.|.:i|) 


Leonard  Morris 

Puzzle  lovers  of  all  ages  zvill  find  this  Commodore  128  game 
both  challenging  and  entertaining.  There  are  four  game  varia- 
tions and  nine  skill  levels  so  every  member  of  the  family  can 
enjoy  playing.  A  joystick  is  required. 


"Square  Logix,"  is  a  quartet  of  logic 
games  that  will  exercise  your  prob- 
lem-solving ability  and  amuse  you. 
Each  of  the  four  games  offers  its 
own  special  logic  test  and,  since 
each  one  has  nine  difficulty  levels, 
players  from  the  beginner  to  the  ad- 
vanced puzzler  can  share  in  the  fun. 
You  may  start  playing  Square  Logix 
just  for  the  challenge,  but  Square 
Logix  quickly  can  become  addicting. 
Each  of  the  games  in  Square 
Logix  involves  shifting  blocks  in  a  6 
X  6  grid  until  they  form  a  specified 
predetermined  pattern.  The  num- 
ber of  blocks  you'll  need  to  move  to 
solve  a  puzzle  is  three  times  the  lev- 
el number  selected.  At  level  1,  for 
example,  three  blocks  need  to  be 
moved;  at  level  2,  six  blocks;  and  so 
on.  It's  a  good  idea  to  start  at  level  1 
to  get  a  feel  for  each  of  the  four 
games  and  then  advance  to  the  more 
difficult  levels. 

Getting  Started 

Square  Logix  consists  of  three  pro- 
grams: Two  are  written  in  machine 
language  and  one  in  BASIC.  To  en- 
ter Program  1  (SQRS.OP),  you'll 
need  to  use  "128  MLX,"  the  ma- 
chine language  entry  program 
found  elsewhere  in  this  issue. 
When  you  run  128  MLX,  you'll  be 
asked  for  the  starting  and  ending 

30    COMPUTE'.s  Gazette    June  19B8 


"Square  Logix,"  a  four-iti-one  game, 
offers  a  challenge  for  every  member  of 
the  family. 


addresses  of  the  data  you'll  be  en- 
tering. Here  are  the  values  to  use 
for  SQRS.OP: 


OBOO 
0BE7 


Starting  address: 
Ending  address: 

Follow  the  128  MLX  instructions 
carefully  and  be  sure  to  save  a  copy 
of  the  data  with  the  filename  SQRS 
.OP  before  you  leave  128  MLX. 

Program  2  (SQRS.SPR),  is  also 
written  in  machine  language,  so 
you'll  need  to  enter  it  with  128 
MLX,  too.  Again,  when  you  run  1 28 
MLX,  you'll  be  asked  for  the  start- 
ing and  ending  addresses  of  the 
data  you'll  be  entering.  Here  are  the 
values  to  use  for  SQRS.SPR: 

Starting  address:     OEOO 
Ending  address:      0F7F 


As  with  Program  1,  follow  the  128 
MLX  instructions  carefully  and  be 
sure  to  save  a  copy  of  the  data  with 
the  filename  SQRS.SPR  before  leav- 
ing 128  MLX. 

Since  Program  3  (SQUARE)  is 
written  entirely  in  BASIC,  simply 
type  it  in  and  save  a  copy  on  the 
same  disk  as  SQRS.OP  and  SQRS 
.SPR,  Now,  make  sure  your  128  is 
set  up  for  40  columns  and  your  joy- 
stick is  plugged  into  port  1.  Type 
RUN  to  get  started. 

Four  Games 

When  you  first  run  Square  Logix, 
you'll  see  the  main  screen  with  the 
four  game  variations  displayed. 
After  choosing  which  of  the  games 
you  want  to  play,  you'll  be  given 
the  chance  to  select  a  difficulty  level 
of  1-9. 

After  choosing  the  difficulty 
level,  you'll  see  the  game  screen, 
with  the  puzzle  block  in  the  upper 
left  corner,  a  timer  on  the  right  side 
of  the  display,  and  a  running  total 
of  the  number  of  turns  you've  taken 
just  below  the  timer.  From  the 
game  screen,  you  can  press  Q  to 
quit  or  *  to  see  a  solution  to  the  puz- 
zle {we'll  discuss  the  solution  op- 
tion a  little  later). 

When  you  successfully  com- 
plete a  game,  the  difficulty  level 
and  the  game's  number  will  be  dis- 
played at  the  bottom  of  the  screen, 
and  a  colorful  display  will  highlight 
the  entire  display.  You'll  then  be 
prompted  to  press  the  fire  button  to 
start  another  game. 


The  Thrill  of  Victory^ 


Through  Exclusive  Arrangement  with 


You  look  up  a!  the  clock. ..eight 
seconds  to  play. ..the  score's  tied, 
You  streak  towards  the  goal, 
weaving  and  bobbing. 
You  fake  inside.. .ttie  goalie 
lunges.. .slapshot... score. ..the 
crowd  goes  wild! 
You're  in  a  bunker  just  off  the 
'een.  You  need  par 
0  keep  it  even. 

You  swing. ..the  ball  floats  out 
in  a  puff  of  sand. 
It  rolls  gently  breaking 
towards  the  hole,., then 
drops. 
You've  won! 


HATTRICK'^'  and  MINI-GOLF 
by  CAPCOM  put  the  thrill  and 
excitement  of  competitive  sports  in 
your  Commodore.  Vibrant  graphics 
make  these  games  so  real  that  you 
can  feel  the  pressure  of  intense 
athletic  competition.  The  outcome  of 
these  CAPCOM  Sports  Series 
challenges  depends  upon  your  quick 
reflexes  and  brilliant  strategy. 

CAPCOM's  HAT  TRICK'"  and  ^T, 
MINI-GOLP"*'— games  so  real  you  ^>* 
can  hear  the  roar  of  the  crowd! 


CAPCOM 


CAPCOM  U.S.A,,  Inc, 

1263-C  Mountain  VIew/Alviso  Road 

Sunnyvale,  CA  94089 

408-745-7081 

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Let's  take  a  look  at  each  of 
Square  Logix's  four  games. 

Game  1:  Shifts.  This  is  the  eas- 
iest of  the  four  games  and  the  best 
one  with  which  to  start.  As  the 
name  suggests,  you  use  the  joystick 
to  shift  columns  and  rows  of  blocks 
until  you  produce  the  winning  pat- 
tern. An  arrow  inside  the  array  indi- 
cates the  direction  in  which  the  row 
or  column  will  be  shifted.  Any  block 
that's  shifted  off  the  array  will  wrap 
around  to  its  opposite  end. 

To  shift  blocks,  press  the  fire 
button.  The  arrow  can  be  moved 
horizontally  or  vertically  by  mov- 
ing the  joystick  in  the  correspond- 
ing direction.  Don't  forget  that  the 
whole  row  or  column  moves,  not 
just  one  block. 

Game  2:  Shuffle.  This  is 
played  in  much  the  same  way  as 
Shifts,  except  that  the  pattern  you 
must  match  has  a  definite  order, 
identified  by  letters  and  numbers 
on  the  blocks.  This  makes  Shuffle 
somewhat  more  difficult  than  Shifts, 

Game  3:  Rotate  1.  This  game  is 
more  challenging.  You  must  gener- 
ate the  desired  pattern  by  rotating  a 
group  of  four  blocks — indicated  on 
the  screen  by  a  large  outlined 
square — either  clockwise  or  coun- 
terclockwise. The  direction  of  rota- 
tion is  controlled  by  holding  the  fire 
button  down  and  moving  the  joy- 
stick right  for  clockwise  or  left  for 
counterclockwise. 

To  move  the  outlined  group 
either  horizontally  or  vertically, 
move  the  joystick  in  that  direction. 
It  may  take  several  games  of  play  to 
unlock  the  secret  of  Rotate  1,  but 
when  you  do,  you'll  be  ready  for 
Rotate  2. 

Game  4:  Rotate  2,  This  is  the 
the  most  difficult  game  of  the  four. 
This  variation  uses  the  same  logic 
as  Rotate  1,  but  a  group  of  nine 
blocks,  instead  of  four,  is  rotated. 

The  Solution 

If  you  decide  you  need  a  little  help 
to  solve  the  game  you're  playing, 
you'll  need  to  use  the  asterisk  (*) 
key.  Pressing  this  allows  you  to  see 
the  solution  to  the  game.  The  com- 
puter displays  only  the  solution, 
however;  it  doesn't  actually  solve 
the  game  for  you.  After  the  com- 
puter shows  you  the  solution,  you 
can  continue  your  game  by  pressing 
any  key. 

See  program  listings  on  page  69.     9 

32     COMPUTErs  GazBltB     June  1988 


Arcade 
Volleybalk  | 


Rhett  Anderson 

&  David  Hensley,  Jr, 


"Arcade  Volleyball" 
is  a  two -player 
arcade-style  game 
with  colorful  gra- 
phics and  realistic 
sound  effects.  You 
control  two  high- 
jumping,  if  short, 
expert  volleyball 
players.  It  won't  be 
long  before  you're  exe- 
cuting top-notched 
serves,  sets,  and  spikes. 
Arcade  Volleyball  is 
written  entirely  in  ma- 
chine language,  so 
you'll  need  to  use 
"MLX,"  the  ma- 
chine language 
entry  program 
found  elsewhere  in  this 
issue,  to  enter  it.  Arcade 
Volleyball  is  compact,  requiring 
less  than  4K  of  memory.  When 
MLX  asks  for  a  starting  address 
and  ending  address,  respond  with 
the  values  indicated; 

starting  address:     OSOl 
Ending  address:       1688 

Be  sure  to  save  a  copy  to  disk  or 
tape  after  you've  finished  typing. 

The  Big  Serve 

When  you're  ready  to  play,  plug  in 
two  joysticks.  Although  Arcade 
Volleyball  is  a  machine  language 
program,  it  can  be  loaded,  saved, 
and  run  just  like  a  BASIC  program. 
To  start  the  game,  load  the  program 
and  type  RUN, 

In  the  center  of  the  court,  you'll 


see  the  volleyball  net.  One  player 
controls  the  side  to  the  left  of  the 
net;  the  other  player  controls  the 
side  to  the  right.  Above  the  court, 
you'll  see  the  status  line.  Here 
you'll  find  a  two-digit  score  for  each 
player.  The  player  with  joystick  1 
controls  the  yellow  and  green 
jumping  heads  on  the  left  side  of 
the  screen;  the  player  with  joystick 
2  controls  the  purple  and  red  heads 
on  the  right. 

For  the  first  point,  it's  a  red- 
head's serve.  Position  him  under 
the  floating  volleyball  and  press  the 
fire  button  to  serve.  You  have  three 
chances  to  get  the  ball  over  the  net. 
If  you  fail,  you'll  lose  the  serve, 


How  do  you  play  volleyball  without  hands? 

Use  your  head,  of  course.  You  and  an  opponent 

each  control  two  mutant  heads  in  this 

fast-paced  and  rather  unusual  version  of 

America's  favorite  beach  sport.  An  optional 

practice  mode  is  included.  For  the 

Commodore  64.  }oystick(s)  required. 


^wp 


yfi^^ 


The  joystick  controls  are  easy 
to  learn.  You  can  run  either  left  or 
right  by  moving  the  joystick  in  the 
appropriate  direction.  To  jump, 
press  the  fire  button.  The  players  in 
Arcade  Volleyball  are  gifted;  they 
can  move  left  and  right  while  in  the 
air.  You  control  both  of  your  play- 
ers at  the  same  time — there's  no 
need  to  switch  back  and  forth.  In 
time,  you'll  grow  accustomed  to  the 
synchronized  movement. 

Use  Your  Head 

You  can  hit  the  ball  while  you're  on 
the  ground  or  in  the  air.  If  you  hit 
the  ball  while  you're  standing  on 
the  ground,  the  ball  will  neither 


lose  nor  gain  speed.  If  you  jump  to 
hit  the  ball,  the  ball  will  speed  up. 
You  are  free  to  bounce  the  ball  off 
the  ceiling  and  the  wall  behind 
you.  If  you  hit  the  ball  with 
the  left  side  of  your  head, 
the  ball  will  tend  to  go  to 
the  left.  If  you  hit  the  ball 
with  the  right  side  of  your 
head,  it  will  go  right.  If  you 
hit  the  ball  with  the  top  of 
your  head,  the  ball  will 
continue  on  with  the  same 
horizontal  velocity. 
As  in  real  volleyball,  you 
can  receive  points  only  during 
your  serve.  However,  Arcade 
Volleyball  differs  from  real 
volleyball  in  several 
*'3ii--         ways.  First,  the  court 
is  entirely  surrounded  by 
walls;  there  is  no  need  to 
worry  about  hitting  the  ball  out 
of  bounds.  Also,  the  same  head 
can  legally  hit  the  ball  several  times 
in  a  row,  as  long  as  the  three-hit- 
per-team  limit  is  not  exceeded.  Re- 
member, the  serve  does  not  need  to 
travel  over  the  net  on  the  first  hit. 
Finally,  the  first  player  with  15 
points  wins  the  game — there  is  no 
need  to  win  by  2  points  as  in  real 
volleyball.  When  a  player  reaches 
15  points,  the  game  pauses.  Press  a 
key  to  start  another  game. 

Over,  Into,  and  Under  the  Net 

When  you  play  Arcade  Volleyball, 
your  prime  concern  is  to  get  the  ball 
over  the  net.  If  the  ball  hits  the  top 
of  the  net,  it  may  either  continue 
over  the  net  or  bounce  back  to  your 


side.  Either  way,  the  ball's  velocity 
decreases.  If  the  ball  goes  over  the 
net,  hits  the  opponent's  wall,  and 
bounces  back  to  your  side,  you'll 
have  three  more  chances  to  get  the 
ball  over  the  net. 

If  the  ball  hits  the  side  of  the 
net,  it  rebounds  at  full  velocity. 
Don't  lose  your  composure,  though. 
You  may  still  have  a  chance  to  score. 

If  the  bail  hits  the  floor  on  your 
side  of  the  court,  you'll  lose  your 
serve — or  a  point,  if  your  opponent 
was  serving.  You  must  also  be  sure 
to  keep  the  ball  from  going  under 
the  net.  This  is  considered  to  be  the 
same  as  hitting  the  floor. 


It's  heads  up  in  this  fast-miming  voUey- 
ball  game  for  one  or  two  players. 

Warm-Up 

If  you'd  like  to  warm  up  with  a 
computer  opponent,  you  can  make 
a  special  one-player  version  of 
Arcade  Volleyball.  To  do  so,  follow 
these  steps: 

■  Load  the  program 

•  Type  POKE  2055,1 

•  Save  the  program  with  a  new 
name 

•  Type  RUN 

You  won't  find  the  computer  oppo- 
nent especially  challenging,  but  the 
one-player  mode  is  a  good  way  to 
learn  how  to  serve  and  return  the 
ball. 

Playing  Tips 

The  key  to  the  game  is  learning  the 
angles.  Watch  the  ball  carefully  as 
you  play.  If  you  jump  to  hit  the  ball, 
it  will  speed  up  and  the  angles  will 
change.  The  players'  horizontal 
movement  is  limited — try  to  antici- 
pate which  head  the  ball  will  come 
to.  Be  sure  to  use  the  walls  and  nets 
to  your  advantage.  Careful  use  of 
these  obstacles  is  the  best  way  to 
confuse  your  opponent. 
See  program  listing  an  page  75.      S 


COMPUTE'S  Gazmtg     June  1988     33 


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■iif^&WRmrU 


}imWM-5^MM^JM 


rPi 


LET'S  FACE  IT- MAIL  ORDER  HOUSES  ARE  NOT  ALL  THE  SAME! 


S'^L?if\!i3c\[aa  sapiPQiii^  [iLJ^stiiaa^iKDai^iiL 


CONVENIENCE-FAST  SERVICE-RELIABILITY-SUPPORT 


jH 


Hands  On  Sotlwaie.  Inc  is  now  Oistntiuling  iis  own  products.  "Wfialdoes  thai  mean  lo  me."  you  say!  Well, 
lor  one  thing,  we  hive  expandeil  our  produci  line  to  include  games  and  uiilities  liom  other  publishers 
accessories.  Commodore  authorized  service,  and  even  a  seiection  o1  pre-owned  titles.  The  technical  stall  here 
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18S7 
17  16 

27  97 
21  97 
17  67 
15.97 

13  92 


ELtCTKO^tl[^  AKTS" 

Dragon's  Lair 
EartnOfbiiSiaiion 
Hum  For  Red  October 
in  slam  Music 
legacy  oil  heAnciems 
Marble  Madness 
Masier  Ninja 
Mans  eeacon  Tyamj 
Monopoly 
Ouiiageous  Pages 
Pa(ier  Clip  3 
Paperclip  PuPlisher 
Pegasus 

P^asus  Scfineno  1 
RKktorO' 
Sanxjon 

SCTUP^ileB 

Skaie  ot  Die 
Skyloi  11 
Strike  Fleet 
Twiiighis  Ransom 
WortdTourGoll 


AlKaRp.RRpSE       ©aflfeUDGIC 


CAPCOM' 


^>o>2C 


Gnosis  SGolilins 
Side  Arms 
1942 


M 


Sraaklliiu 
Commando 
KidNltil 
Speed  Buggy 


18.37 
ia.97 
13.97 


20  40 
13.92 
.20  40 
18. <6 


DATA  SOFT 


Ac;r.i..v_i.ii.L)N| 


Alternate  Realny  Oty 

.18.97 

Alternate  Reality  Dungeon 

28,S1 

Road  wars 

tan 

tobtuk 

Call 

Video  title  Companion  i  ot  2 

12.97 

Video  Til ie  snop    . 

18  97 

Caiitornia  Games 
Cham^.  Wrestling 
Creates  Calenaar 
Oeain  Sworo 
Destroyer 

Four  X  Four  Racing 
The  Games:  Winter  Edition 
Graphics  Swap  i  or  2  or  3. 
Home  Video  Producer 
impossiele  Mission  11 
L.A. Crackdown 
Omnicron  Conspiracy  . 
Sporting  News  Baseball 
Spy  vs.  Spy  3    .       .. 
SIteetSpons  Baseball 
Street  Sports;  Baskeioali  . 
Street  Sports'  Soccer 
SuO  Baltic  Simulator 
Summer  tiames  li 
vyinier  Games 
Won  0  Games 


Ai-ens 

Gee  Bee  Air  Rally 

Latjyrinm 

tasi  Uti^i 

Man^c  Mansion 

Migm  &  Magic 

F>orial 

Siiangrtai 


0«sk  Pat  I 
Fofti  Pak I 
Geos  64 

Geo4i28 
Geocaic  fi4 
Oeocaic  128 
Geodei  64 
Geaoei12S 


21  97 
18  97 
18  97 
2137 
2197 
2497 
24  97 
18  97 


10  98 
1038 
J6  97 
12  97 

30.97 
42.97 

to. 98 
42  97 


Dvclionary  D  s< 
O^giiai  Supe'pak  2. 
Pockeifilerz 
Pockel  Planner  ? 
Pocket  VVnier  2 


mt^nONtcABtf 
Alien  Fires 
Amnesia 

Bara  s  laie  i  or  2 
Satne  Diokis  . 

Cnessmasler  2O00  

Cnuckyeager's  AFS 
Deatti  Lord 
Delta  Parrot    . . 
Detrton  Stalker 


9.97 
.60.97 
.36.97 
3697 


Cau 
27  36 
27  36 
Call 
.24  97 
.24.06 
Call 
14  16 
16.97 


rrr       S  "■  Ml 

rtiweoiftd 


Guild  01  Thieves 
KnigniOrc 
Revs  + 
Slat  Gilder 
Tallcing  Teacher 
The  Pawn 
The  S*ntry 
Traci(4r 


17.46 
22.06 
22.78 
2076 
20  76 
20  76 
Call 

Call 

27  40 
33  96 
33  96 

Call 

22  06 

Call 

20  80 

t4  IS 
24  10 
20  76 
20  78 
1897 
Call 
20  76 


.24.97 

.24.97 

18.97 

. .  Call 

24.97 

Call 

Call 

16  97 

.Call 

Call 

.  Call 

24.97 

.     Call 

15.97 

24.97 

24  97 

.Call 

24,97 

13.92 

13.92 

24.97 


24.97 
15.97 
15  97 
24  97 
21.97 
24  9/ 
24.97 
24.97 


Airttoine  Ran  get 

F'i5S1iike  Eagle 

Gunship 

(Urates 

Pt0|oci  Siejilh  Fig  met 

ReO  Stotm  Rising 

Silent  Service 


Bad  Sireei  Brawler 
Boo  t  Rumcie 
Sop  &  Wreslie 
Crossword  Magic 

Deiender  ol  the  Crown 

D«ia  Vu 

Gaiintiei 

HariMt  Combat  Siim.utgT 

Hem  Ovei  Heels 

Hign  Roller 

imiiact 

indoor  Sports 

inoy  Jones/Temple  ot  Doom 

iniiiliaior 

inliiiraior  ii 

into  the  Eagle's  Hes' 

King  ol  Chicago 

Mutants 

Papstooy 

RoadRunner 

Supers iar  Ice  Hockey 

SucerSlar  Misi  Soccer 

Sui^erSiar  Soccer 

Taipan 

I  fiiee  Sionges . 

warp  Speed  64/128 40/80. 

Winlor  Cnalienge 

WiJban       

Xevious 


ORIGIN 


Autoduel 
MoQhius 
Ogre 
Uliima  I 
Ullima  3 
Ultima  4 
UltiiTia5 


21.97 
21  97 
2197 
24  97 
24  97 
24  97 
2197 


Call 
18  97 
1897 
30  97 
21.9? 
2197 
21  97 

Call 
12  97 
1897 

Call 
18  97 

Call 
18.97 
2197 
IB. 97 

Call 
1297 
21  9? 

Call 
2197 

Call 
21  97 
12.97 
21.97 
30.97 
12.97 
12.97 
18.97 


33.36 
25.88 
20.40 
26  88 
26  83 
39.84 
Cat) 


Flighl  Simulaloi  11    . 

fl^ni  Sim  Scenery  1-6 

Flighl  Sim  Scenery  7   . 

Jet 

Steaim  Mission 


....33.97 

I4.i6ea. 

.  .17  46 

27.36 

33.96 


OataManager2  1716 

DaU  Manager  128  .33.36 

DtsMopf^joiisner    Can 

General  Leoger  33.36 

Partner  64  33.36 

Pinner  128  39  84 

Swi  llutc/  Sxteways  64  17  16 

Swilicaic/Sideways128         33  36 
Syi»(aPorteiF/P64  33  36 

S'/iyiaPorteiF/Pi28  .  46.32 

VioidWrtier3  33  36 

Vtord  Wnler  128  33.36 


IIUI 


'j*aji  *ci^li  »ccrw3'>^c 


An  Gaiieri'  1  or  2  .  . 

Arl  Gallery  American  Risi. 
Art  Gallery  Fantasy 
Ptintmasler  Plus  . 


15.97 

Call 

15.54 

21  97 


Mr.-S 


MISCELLANEOUS 


Prcfcisiooal  Softvwuc  Inc. 


Fleet  Flier  64/128 
Fleet  Sysiem  11  + 
Fiecl  Syslem  III  128 
Fleet  Syslem  IV 


2497 
36  97 
42  97 
48  97 


smsmff"^ 


Champ.  Baseba'i 
Cnamp  Basne^i^aii 
GFL  Football 
Twoon  Two  Basketball 


1897 

.21.97 
21.97 
18  97 


SPRINGBOARD 

Ceriiiicate  Mj>«  26.88 

Cethiicate  Maker  L  br.  I  20  40 

newsroom  33.36 

N/RCliparl10l3  20.40 

N/RCiipart2  26  88 

P/S  Qrapnic  Eipanoei  23.64 


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CSM  Proieciion  Manual  I 
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Doodle        .       . 
Font  Master  ii 
Font  Master  128 
HesMon64(caft)     . 
Insifle  Commodore  DOS 
JK  La sset  Money  Manager  . 
Merlin  Assembler  64 
MeiiinAsSemB1erl2S..    . 
Microiawyer    . 
Microleagite  WWF^  Wrestling 
Personal  NewsDRer 
SltAtr'3  Classical  MusK— 

AUIOdsksmFMr 
Strip  l'o*er 
PiAer  Data  Disks 

t  or  2  0'  3 
Superoase64 
Superbase  1 28 
Superbase  tne  Book  . 
Super  Sunoay 
Suoerscript  64 
SuiKiscriptl28    . 


29.95 
19.95 
.30.97 
.42.97 
.24.97 
.30.12 
2255 
26.16 
21  97 
24.97 
30.97 
36  97 
9.95 
19.95 
46  32 
.30.97 
42.97 
36.97 
2495 
Call 

49.95 
1897 

12  97 

43.97 
48.9? 
10.57 
23.64 
.30.97 
42  97 


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8K  Memory  Is  Enough! 


Fred  D'Ignazio 
Contributing  Editor 

A  reader  wrote  me  recently  to  con- 
fess that  he  once  remarked  "8K  of 
RAM  was  all  the  memory  anyone 
would  ever  need." 

Don't  laugh!  Many  of  us  old- 
timers  are  guilty  of  making  the 
same  statement, 

I  remember  when  1  was  getting 
my  first  computer  ...  1  told  the 
dealer  that  1  needed  64K  of  memory 
because  I  was  a  writer  and  would 
be  writing  long  chapters  for  books. 
The  dealer  finally  gave  me  what  I 
wanted,  but  he  warned  me  that  1 
was  being  extravagant.  "You  know, 
16K  would  work  just  fine  for  your 
documents  now, — and  32K  would 
last  you  forever," 

Attack  of  the  Terabytes 

Last  week  a  friend  of  mine,  Dr. 
Gerri  Sinclair,  sent  me  some  E-mail. 
"I  am  so  frustrated,"  she  wrote. 
"Now  that  computers  are  starting 
to  plug  into  CD-ROM  'libraries' 
and  are  processing  digital  sounds, 
photographs,  and  full-motion  vid- 
eo, a  million  bytes  of  memory  just 
doesn't  cut  the  mustard!" 

I  wrote  back  to  Gerri  asking 
what  she  thought  would  cut  the 
mustard.  Her  reply:  "Sixteen  mil- 
lion bytes,  minimum,  for  main  stor- 
age, and  another  80-160  megabytes 
on  hard  disk.  And  this  is  just  the 
start.  Soon  we'll  need  gigabytes 
and  terabytes,  and  even  that  might 
not  be  enough." 

Terabytes?  It  sounds  like  an  in- 
vasion of  Japanese  snapping  turdes. 

Have  Mercy! 

Computers  make  us  lazy.  Didn't 
you  know?  After  all,  they're  sup- 
posed to  be  labor-saving  devices. 
And  the  labor  they're  supposed  to 
save  is  mental  labor.  So  when  we 
use  computers,  we  think  less,  and 
we  get  lazy. 

Simple,  eh?  Except  it's  not  true. 


Anyone  who  uses  computers  inten- 
sively will  stare  blcarily  at  you  and 
swear  that  computers  aren't  mak- 
ing them  work  less.  In  fact,  they're 
working  harder — much  harder. 

It's  true.  Think  about  it.  Hu- 
man bosses  are  just  that — human. 
They  work  a  full  day;  then  they  quit 
and  go  home.  Even  when  they're  at 
the  office,  they're  not  hanging  over 
you  every  minute,  tapping  their  fin- 
gers, v%'aiting  for  you  to  keep  work- 
ing. But  computers — oh  my!  Once 
you  turn  them  on,  their  little  crystal 
clocks  rev  up  to  a  million  beats  a 
second,  and  they're  ready  for  you  to 
work.  You  can  put  in  a  solid  eight- 
hour  day,  and  the  computer  won't 
even  be  winded.  It's  ready  for  more 
work.  So  you  take  the  computer 
home  and  try  to  appease  it  by 
working  another  four  hours. 

Does  this  satisfy  the  beast?  Not 
by  a  long  shot.  It  sits  there  with  its 
little  cursor  blinking,  like  a  perky 
puppy  waiting  for  more  play. 

Every  day  we  push  ourselves  a 
little  harder,  trying  to  keep  up  with 
our  computers.  But  it's  a  losing  bat- 
tle. So,  computer  manufacturers, 
hear  my  cry:  Please  make  a  com- 
puter that,  after  a  lengthy  session, 
flashes  "Good  work!  1  can  see  you'd 
like  to  keep  going,  but  I'm  pooped! 
How  about  a  break?  After  all,  to- 
morrow's another  day." 

Desktop  Foods 

By  now,  we've  all  heard  of  desktop 
publishing.  It's  so  popular  that  it 
has  spawned  a  lot  of  other  terms,  all 
beginning  with  the  word  desktop. 
There  are  desktop  presentations, 
desktop  communications,  and  even 
desktop  videos. 

Have  you  wondered  where 
this  desktop  mania  will  end?  Can 
you  imagine  the  computer  design- 
ers who  spend  all  their  waking  mo- 
ments "on  the  desktop,"  who  see 
the  world  as  a  giant  desktop,  and 
who  are  forever  dreaming  up  new 
desktop  applications? 


We're  already  doing  our  work 
at  the  desktop.  Maybe  in  the  near 
future  the  desktop  can  go  with  us 
and  become  a  part  of  all  our  daily 
activities.  For  example,  imagine 
what  "desktop  eating"  would  be 
like.  When  we  get  hungry,  we'll  just 
click  on  a  little  icon  of  a  refrigerator. 
The  refrigerator  door  will  open,  and 
we'll  click  on  pictures  of  soda  pop, 
candy  bars,  and  sandwiches,  to  "se- 
lect" our  snack.  Then  the  pictures 
will  pop  open  and  display  the  num- 
ber of  calories  consumed,  and  the 
vitamins  (if  any)  we're  getting.  Pro- 
ductivity consultants  will  recom- 
mend desktop  eating  to  corporate 
management  because  it  will  replace 
costly  coffee  breaks  and  lunch 
hours,  since  workers  will  bo  able  to 
do  their  eating  at  the  desktop. 

Beware  of  Computer  Mouth! 

During  a  busy  day  at  the  desktop, 
we  have  all  experienced  that  awful 
sensation  known  as  "computer 
mouth"- — a  sour  taste  that  arises 
from  trying  to  find  a  pesky  program 
bug  or  from  struggling  to  make  our 
printer  ignore  the  formatting  glitch- 
es. When  computer  mouth  strikes, 
you  should  hightail  it  to  the  rest- 
room  and  whip  out  a  toothbrush. 
But,  if  you  have  "desktop  tooth- 
brushing"  installed  as  a  DA  {Desk 
Accessory),  you  just  click  on  the  lit- 
tle icon  of  the  toothbrush.  Instantly 
you  see  a  picture  of  a  little  person 
(that's  you)  actively  brushing,  and 
smiling  a  great  big  smile  with 
gleaming,  pearly  whites. 

And  at  the  end  of  a  long,  gruel- 
ing day  on  the  desktop,  what  could 
be  nicer  than  taking  your  computer 
home,  resting  it  on  your  lap  in  the 
living  room,  and  taking  in  some 
desktop  movies?  Demi  Moore  may 
not  look  the  same,  but  it  sure  beats 
renting  a  video  or  going  to  the  the- 
ater. After  all,  when  you're  hungry, 
you  just  press  RESTORE  and  order 
up  a  round  of  desktop  Cokes  and  a 
tub  of  desktop  popcorn.  9 

COMPUTEfs  Gazelle    Juna  19Ba    37 


vs(Q)m 


Piracy:  The  Readers  Speak  Out 


Todd  Hetmarck 
Contributing  Editor 

On  the  subject  of  software  piracy 
in  this  column  ("The  Software 
Police/'  March  1988),  many 
GAZETTE  readers  responded  very 
passionately  on  both  sides  of  the 
issue.  Heravith,  their  comments. 


To  Pirate . . . 

When  I  read  your  article  on  piracy,  1 
almost  died  of  laughter.  I  have  over 
300  games  and  around  100  more 
other  programs.  Five  of  them  1 
bought;  the  rest  are  pirated.  The  pi- 
rated programs  include  GEOS,  Pritit 
Shop,  Newsroom,  Project  Stealth 
Fighter,  Elite,  and  Fast  Hack'em.  I'm 
just  a  high  school  student,  and  I 
cannot  afford  to  buy  a  $40  program. 
I  have  to  dig  deep  in  my  pocket  just 
to  pitch  out  $3  for  your  magazine.  1 
have  over  $2,000  in  software;  it's 
crazy  to  spend  that  much  on  soft- 
ware. You  say  I  could  always  get 
public  domain  software.  What  a 
joke;  PD  programs  are  not  worth  a 
dime.  They're  the  programs  kids 
write  and  put  up  on  a  BBS.  If  they 
were  any  good,  they  would  write  to 
a  software  company  or  a  magazine. 
Because  of  copy-protection,  1 
have  wanted  to  learn  how  to  crack.  I 
have  become  a  much  better  pro- 
grammer, I've  mastered  BASIC,  ML, 
and  Pascal.  If  1  had  decided  to  fol- 
low the  "law,"  I  never  would  have 
been  interested  in  programming. 

— DL,  Nebraska 

I  have  a  complete  128  system  and 
about  $2,500  worth  of  software.  I 
have  purchased  four  or  five  titles. 
For  us  hourly  workers,  there's  just 
no  other  way  to  be  able  to  enjoy 
computing  at  all. 

— Anonymous,  Alabama 

Being  a  software  pirate  myself,  I  felt 
compelled  to  write.  You're  abso- 
lutely right,  of  course;  piracy  is 
thievery.  Since  most  pirates  are  like 

38     COMPUTErs  Gazetle     June  1988 


me,  honest  enough  to  return  a  lost 
wallet,  why  do  u^  do  it?  1  have  a 
few  theories.  First,  I  think  a  lot  of  us 
use  it  as  a  means  to  exercise  the  lar- 
cenous part  of  our  nature,  a  chance 
to  do  something  wrong,  to  thumb 
one's  nose  at  a  faceless  authority. 
Second,  it's  a  challenge.  It's  a  game 
with  few  rules,  fewer  reliable 
guidelines,  and  only  one  way  of 
winning:  obtaining  a  working  copy. 
There's  a  definite  kick  to  seeing  a 
copy  fire  up  for  the  first  time.  Third, 
it's  an  ego  trip.  Witness  the  brag- 
ging opening  graphics  on  many  of 
the  cracked  games  going  around. 
Finally,  having  a  huge  software  li- 
brary is  usually  regarded  as  quite  a 
status  symbol.  Note  that  I  didn't 
mention  that  it's  an  easy  way  to  ob- 
tain programs.  Most  avid  pirates 
have  hundreds  of  disks,  more  than 
they  can  ever  use. 

Maybe  the  only  answer  is  to 
forbid  copying  for  any  reason.  1  be- 
lieve the  typical  pirate  uses  one  of 
the  many  nibblers  and  parameter 
copiers  to  make  his  copies.  Banning 
nibblers  would  certainly  cut  down 
on  your  ad  revenue.  One  of  the  bet- 
ter nibblers  was  advertised  on  the 
same  page  as  your  article. 

— Anonymous,  Ohio 

To  think  that  people  will  pay  mon- 
ey when  they  can  get  something  for 
nothing  is  way  off.  Face  it,  it's  easy 
and  it's  free.  If  software  companies 
can't  come  up  with  good  copy-pro- 
tection, that's  their  problem.  Morals 
are  a  thing  of  convenience  and  are 
best  abandoned  altogether. 

— CE,  Texas 

...  Or  Not  to  Pirate? 

It  is  unfortunate  that  most  home 
computer  users  are  not  aware  of  the 
bargains  in  excellent  commercial 
software  available  to  them.  Pro- 
grams that  cost  tens  of  thousands  of 
dollars  to  produce  are  available  for 
a  few  dollars,  because  of  the  large 
market  for  them.  If  piracy  could  be 
eliminated,  the  increased  market 


would  reduce  the  cost  even  more, 
— BW,  Michigan 

I  am  writing  to  say  that  the  article  is 
the  most  sensible  statement  I've 
read  on  the  subject.  1  salute  you  for 
caUing  piracy  exactly  what  it  is — 
stealing — and,  more  importantly, 
for  saying  in  print  that  it  is  immoral, 
not  just  illegal.  This  is  an  ethical  is- 
sue, and  it  is  right  in  front  of  many 
youngsters.  How  can  we  expect 
them  to  understand  piracy  is  wrong 
when  we  don't  tell  them  so,  or 
{worse)  when  our  example  doesn't 
show  them  so?  How  many  of  us 
adults  use  pirated  software  {myself 
included)?  To  say  nobody  is  hurt  is 
foolish.  There  is  no  such  thing  as  a 
free  lunch.  Somebody  has  to  pay, 
sometime,  somehow.  Thanks  for 
saying  what  you  did. 

— /D/,  Pennsylvania 

I  have  the  ability  to  copy  virtually 
any  type  of  software,  including 
some  of  the  most  highly  protected,  1 
back  up  my  own  programs,  which  I 
believe  we  all  have  a  right  to  do.  I 
don't  believe  copiers  and  protection 
strippers  should  be  used  to  furnish 
everyone  in  town  with  a  copy, 
however.  Piracy  not  only  grates 
against  my  moral  attitude  but,  as 
you  pointed  out,  it  is  illegal. 

— RF,  Kansas 

I  would  like  to  clarify  one  point  you 
made.  Making  a  copy  is  not  per  se 
an  infringement  of  copyright.  The 
copyright  law  of  1976,  which  went 
into  effect  in  1978,  unintentionally 
made  it  illegal  to  load  a  program 
into  a  computer,  because  the  defini- 
tion of  copying  included  the  copy- 
ing  of  software  from  disk  to 
memory.  The  law  was  amended  in 
1980.  In  addition  to  making  it  legal 
to  load  {copy)  a  legally  obtained 
program  into  your  computer,  the 
amendment  allows  the  making  of 
an  archival  copy  (as  you  noted).  It 
also  allows  the  revising  of  software, 
if  it  is  necessary  to  do  so  to  use  it  on 


your  computer, 

I  agree  with  all  you  say.  If 
someone  has  the  intelligence  and 
ability  to  write  a  worthwhile  pro- 
gram, he  or  she  is  entitled  to  make  a 
profit  from  it.  The  better  the  pro- 
gram, the  more  the  profit  should 
be. 

—EPV,  Illinois 

About  five  or  six  years  ago,  I  bought 
my  first  computer,  a  VIC-20.  I  soon 
realized  that  1  could  make  copies  of 
cassette  games  with  a  dual  cassette 
stereo.  So  I  did,  and  gave  all  my 
best  games  to  friends  and  sold  them 
to  kids  from  school,  charging  S3 
and  a  blank  tape.  Then  1  went  even 
further.  1  actually  ran  an  ad  in  the 
local  newspaper  that  offered  two  or 
three  VIC  games  on  one  cassette  for 
$5-S10.  i  made  over  $900  in  three 
days!  To  a  15-year-old,  that's  a  lot 
of  money.  Now  the  tables  are 
turned.  I  am  a  programmer,  devel- 
oping real  estate  applications  for  a 
small  company.  1  get  paid  each 
week  for  the  programs  I  write.  I  can 
imagine  what  it  would  be  like  to 
have  a  percentage  of  my  pay  taken 
away  because  of  pirates.  Now  [  re- 
alize what  harm  I  was  doing, 

—MX,  Florida 

Software  Companies:  The 
Real  Pirates? 

I  do  not  agree  with  piracy.  How- 
ever, I  do  have  a  copy  program  for 
protected  software  and  I  am  plan- 
ning to  update  (Electronic  Arts  is 
driving  me  crazy).  Why  do  I  want  to 
copy  software  if  I'm  against  piracy? 
You  mentioned  it  in  your  article:  ar- 
chival purposes,  I've  got  three  kids 
who  are  real  sticky-fingered  threats 
to  software,  but  I'm  not  about  to 
ban  them  from  the  computer.  They 
range  from  4  to  13  years  old.  What  I 
want  are  backup  copies, 

—DC,  Texas 

You  seemed  to  miss  an  important 
point  about  copying — why  it's 
done.  Clearly,  software  is  copied  il- 
legally so  that  one  can  avoid  paying 
for  it.  And  you  forgot  to  mention 
that  the  term  "piracy"  can  also  ap- 
ply to  software  pricing.  If  every  pro- 
gram were  $9.95,  then  almost 
nobody  would  be  copying  pro- 
grams illegally  (except  really  poor 
people,  who  probably  don't  have 
computers  in  the  first  place). 

—jBM.  North  Carolina  \ 


I  purchased  my  64  several  years 
ago,  along  with  a  few  games  my 
children  requested.  This  introduced 
me  to  the  use  of  disk  errors  as  pro- 
tection. My  disk  drive  was  unmerci- 
fully beaten  to  a  premature  death 
by  this  form  of  protection.  This 
forced  me  to  learn  how  to  crack 
games,  to  remove  the  errors  and 
lengthen  my  drive's  life.  1  wrote  let- 
ters to  all  the  major  software  com- 
panies, explaining  that  their 
protection  schemes  were  beating 
my  drive  to  death,  1  got  one  re- 
sponse. They  said  they  couldn't 
help  my  problem  and  that  their 
foremost  concern  was  to  protect 
their  programs,  I  got  fed  up  with 
the  fact  that  software  companies 
don't  care  about  users  and  started 
to  learn  more  and  more.  1  put  up  a 
BBS  that  turned  out  to  be  one  of  the 
biggest  and  best  in  the  country.  I 
am  now  a  major  pirate  and  will  con- 
tinue to  be  one  with  the  same  con- 
science  that  the  software 
companies  have  about  knocking 
equipment  out  of  alignment  and 
costing  us  money  in  repairs.  1 
would  not  be  a  pirate  today  if  it 
were  not  for  the  software  compa- 
nies and  their  irresponsible  attitude 
toward  the  users.  1  can  honestly  say 
there  are  no  programs  reviewed  in 
GAZETTE  I  don't  already  have. 

— RAF,  New  Ji'rscy 

Recently,  1  downloaded  a  128  data- 
base. It  seemed  like  a  very  good 
program.  The  drawback  was  that  it 
would  only  handle  20  records.  I 
was  able  to  run  it,  test  it,  and  judge 
if  I  \vanted  it.  If  I  decided  to  buy  the 
database,  there  was  an  address.  For 
$49,95,  I  could  purchase  the  full- 
scale  program  with  no  limits  on  re- 
cords, plus  manuals,  plus  updates, 
plus  support.  Software  publishers 
should  consider  selling  a  test  disk  at 
cost  and  then  waiting  for  orders, 
—RH,  UUnois 

Your  holier-than-thou  attitude  con- 
cerning piracy  irritates  me  more 
than  pirating  does  you,  I  have  not 
pirated  in  the  past  because  it  might 
be  illegal  and  I  once  thought  it  was 
immoral.  However,  now  I  have  my 
doubts  as  to  whether  pirating  from 
a  pirate  is  immoral.  The  pirates  I'm 
talking  about  are  the  software  com- 
panies who  sell  software  with  bugs 
or  the  ones  who  misrepresent  their 
products  in  advertising  and  packag- 


ing. And  those  reviews  in  your 
magazine — if  you  told  the  truth 
about  some  of  these  products,  you 
would  not  have  the  advertisers; 
therefore,  you  couldn't  bring  us 
those  "hard-hitting"  reviews. 

— }}T,  West  Virginia 

What  about  the  poor  user  who 
wastes  hundreds  of  dollars  on  soft- 
ware that  doesn't  live  up  to  the 
hype  of  the  ads?  Software  that 
crashes  with  one  keypress,  word 
processors  with  fewer  features  than 
a  typewriter,  and  databases  that 
make  you  long  for  3  X  5  index 
cards — that's  what  makes  people 
copy  software,  I  know  several  peo- 
ple who  have  pirated  software. 
They  always  bought  the  program  if 
they  enjoyed  it.  If  not,  the  disk  was 
promptly  formatted. 

— }S,  Man/land 

On  the  Chin 

What  kind  of  hypocrites  are  you? 
Why  do  you  criticize  the  pirates 
when  you  sell  them  the  tools  to  ply 
their  trade? 

— CES,  Vermont 

If  you  want  to  stop  piracy,  the  only 
way  to  do  it  is  to  stop  selling  nib- 
blers.  To  stop  selling  nihblers,  you 
have  to  stop  advertising  them  like 
the  greedy,  money -sue  king  scum 
you  are!  Sure,  there's  always  a  need 
for  backup  copies,  but  can't  the  rich 
software  companies  afford  to  pack 
two  of  the  same  disk  in  a  software 
package?  I'm  sick  and  tired  of  hear- 
ing only  one  side  of  this  controver- 
sy-—the  side  spoken  by  the  huge 
monopolies.  If  you  have  any  guts, 
you'll  print  this  letter. 

— AE,  Netv  Jersey 

Reprint  Piracy? 

1  thought  the  March  "Horizons" 
column  was  very  well  written  and 
made  some  good  points  about  the 
illegality  and  immorality  of  copying 
software,  I  liked  it  so  much,  I  was 
going  to  make  some  photocopies 
and  pass  them  along;  maybe  even 
copy  it  onto  a  local  BBS.  then  the 
irony  hit  me.  If  I  copied  your  article, 
even  though  my  motives  were 
pure,  wouldn't  that  also  be  piracy? 

— KL,  Alabama 

Written  permission  for  reprinting  is 
required.  We  may  charge  a  reprint  fee, 
although  zoe  often  do  not.  o 


COMPUTEfs  GazBtro     Jurw  1988     39 


ft®  ©©KfilKfDODT]  (ojQfl 


Tom  R.  Halfhill 


Each  month,  COMPUTE!' s  Gazette 
tackles  some  questions  commonly 
asked  by  Commodore  users.  If  you 
have  a  question  you'd  like  to  see 
answered  here,  send  it  to  this  col- 
umn, cjo  COMPUTEI's  Gazette,  P.O. 
Box  5406,  Greensboro,  NC  27403. 

V^"  I  have  a  Commodore  128 
and  have  recently  begun  using  its 
CP/M  capabilities.  In  the  docu- 
mentation for  various  programs,  I 
have  repeatedly  come  across  the 
term  overlay,  I  am  baffled  by  this 
term.  What  is  an  overlay,  and  how 
do  you  find  them  within  pro- 
grams? For  example,  my  terminal 
program  says  to  use  the  phone  li- 
brary overlay  to  change  the  num- 
bers. There  is  no  file  that  comes 
up  when  the  DIR  command  is 
used  that  says  anything  about  be- 
ing an  overlay  file.  1  am  stumped. 

/\»  Neglecting  to  define  a  term 
which  may  be  unfamiliar  to  the 
reader  is  a  common  pitfall  in  ex- 
planatory writing;  we  know,  be- 
cause it  happens  to  us  all  the  time. 
In  this  case,  the  author  of  your  ter- 
minal program's  manual  assumed 
you  were  familiar  with  a  term  that 
was  quite  common  a  few  years  ago 
but  is  seen  less  often  now. 

Until  very  recently,  program- 
mers were  severely  cramped  by  the 
amounts  of  random  access  memory 
(RAM)  available  in  personal  com- 
puters, RAM  is  the  part  of  the  com- 
puter  where  a  program  is 
temporarily  stored  when  loaded 
from  disk  or  tape.  As  long  as  the 
computer  remains  powered  up, 
RAM  retains  the  information  load- 
ed into  it.  The  more  RAM  available 
in  a  computer,  the  larger  the  pro- 
grams it  can  run.  In  addition,  most 
programs  that  lot  you  create  or  pro- 
cess information— such  as  word 
processors,  spreadsheets,  database 
managers,  and  so  on — also  use 
RAM  as  a  temporary  workspace  to 

40    COMPUTED  Qazaae    Juna  1988 


hold  your  information  until  you 
save  it  on  disk  or  tape. 

Because  RAM  is  so  useful,  the 
power  of  a  computer  is  often  de- 
fined in  terms  of  how  much  RAM  it 
has.  The  more  RAM,  the  more 
power. 

CP/M  (Control  Program/Mi- 
crocomputers) is  an  operating  sys- 
tem that'.s  been  around  since  the 
late  1970s,  (An  operating  system  is  a 
master  control  program  that's  al- 
ways active  while  the  computer  is 
switched  on;  it  takes  care  of  numer- 
ous housekeeping  tasks  that  allow 
the  computer  to  run  other  programs 
for  you.)  Because  CP/M  was  de- 
signed in  the  1970s,  its  power  is 
limited  by  the  hardware  that  was 
available  then.  To  be  specific,  it  was 
designed  to  run  on  the  Z80  micro- 
processor chip,  which  can't  directly 
access  more  than  64K  of  RAM  at  a 
time  {IK  =  1024  bytes,  roughly 
equivalent  to  1024  characters). 

The  Commodore  128,  in  addi- 
tion to  having  a  microprocessor 
chip  that's  compatible  with  the 
Commodore  64,  also  has  a  Z80 
chip.  That's  why  this  multipurpose 
computer  can  run  CP/M  and  pro- 
grams written  for  CP/M,  But  even 
though  the  Commodore  128  con- 
tains 128K  of  RAM,  its  Z80  chip  is 
still  limited  to  directly  addressing 
only  64K  of  that  memory,  just  like 
any  other  Z80, 

Although  64K  was  considered 
a  lot  of  memory  in  the  late  1970s,  it 
ju.st  isn't  enough  to  run  some  large 
programs.  For  instance,  your  termi- 
nal program  evidently  needs  more 
than  64K.  To  get  around  this  limita- 
tion, the  programmer  resorted  to  a 
technique  that  was  common  in  the 
days  when  computers  had  only  64K 
or  less  memory:  overlays.  Overlays 
allow  a  program  to  be  much  larger 
than  the  amount  of  memory  avail- 
able in  the  computer. 

An  overlay  is  a  section  of  a  pro- 
gram that  normally  isn't  loaded 
into  memory  along  with  the  main 


part  of  the  program.  Instead,  it's 
loaded  into  memory  only  when 
needed.  The  main  program  is  writ- 
ten to  fit  in  memory  with  a  little 
room  to  spare.  Whenever  neces- 
sary, it  then  loads  the  overlay  into 
this  spare  memory  to  perform  a  cer- 
tain function.  A  program  may  have 
several  overlays  waiting  on  disk.  As 
each  overlay  loads,  it  replaces  the 
previous  one  in  memory. 

Overlays  usually  perform 
some  auxiliary  function  that  isn't 
central  to  the  main  program.  That 
way,  you  don't  have  to  wait  for 
them  to  load  from  disk  any  more 
often  than  necessary.  In  some 
cases,  though,  a  large  overlay  may 
also  replace  the  main  program  in 
memory,  requiring  you  to  rerun  the 
main  program  after  using  the 
overlay. 

Overlays  are  less  common  now 
that  personal  computers  routinely 
come  with  anywhere  from  512K  of 
RAM  to  four  megabytes  {one  mega- 
byte equals  1024K).  Still,  overlays 
will  probably  be  around  as  long  as 
programmers  keep  writing  memo- 
ry-hungry programs. 

Generally,  a  program  automat- 
ically loads  the  appropriate  overlay 
when  you  select  the  function  it  per- 
forms. Some  programs,  however, 
require  you  to  load  the  overlay 
yourself.  It  sounds  like  your  termi- 
nal program  expects  this.  There 
should  be  an  overlay  file  on  the 
disk,  and  it  should  be  a  program 
file,  most  likely  shorter  than  the  ter- 
minal program. 

Check  your  manual  again  for 
any  instructions  on  loading  over- 
lays or  any  explanation  of  the  files 
on  the  disk.  If  you  draw  another 
blank,  it's  possible  the  overlay  was 
inadvertently  left  off  the  disk  or  the 
instructions  were  omitted  from  the 
manual.  Your  best  bet  would  be  to 
contact  the  software  publisher.     41 


©©  ©©IJlLQDTfQra  geoPa/nt  Super  Chart 


E,  William  Huffman 

To  get  the  most  from  geoPaint  you 
need  a  chart  shoiving  the  mtiximum 
possible  sizes  for  a  docitment,  a 
normal-edit  tvitidoiv,  a  pixel-edit 
window,  and  an  album  page.  This 
month's  column  shoivs  ijou  hmv  to 
construct  just  such  a  chart. 

CcoPaiut  is  undoubtedly  one  of  the 
most-used  GEOS  applications,  but 
it's  sometimes  difficult  to  get  your 
bearings  %vhen  creating  a  docu- 
ment. What  size,  for  example,  is  the 
pixel -edit  window  when  compared 
with  an  entire  document  page? 
When  you  fill  the  normal -edit  win- 
dow with  a  pattern,  how  much  of  a 
page  will  be  used?  The  gcoPaint  ref- 
erence chart  described  in  this  col- 
umn will  help  solve  all  these 
problems.  Making  a  chart  like  this 
is  also  an  excellent  way  to  get  ac- 
quainted with  some  of  geoPaint's 
editing  features. 

Making  the  Chart 

First,  boot  GEOS  and  load  geoPaint, 
telling  the  program  you're  going  to 
create  a  new  file  with  the  name 
SCALES.  -Now,  take  just  a  moment 
to  look  at  the  accompanying  refer- 
ence chart.  The  chart  has  an  oudine 
with  pixel  scales  along  its  top  border 
and  down  the  left  side.  Inside  this 
area  are  scaled  representations  of  a 
normal  editing  window,  an  album 
page,  and  a  pixel  editing  window. 

Start  things  off  by  outlining  the 
document.  You  may  want  to  experi- 
ment with  both  normal-  and  pixel- 
edit  modes  for  drawing  the  outline. 
Be  sure  your  pencil  is  drawing  at 
the  extreme  edge  of  the  normal-edit 
window  to  get  a  true  size  for  the 
page.  Because  single  pixel-width 
lines  are  very  thin,  you  might  try 
using  a  double  pixel  line,  but  for  ac- 
curacy, measure  to  the  outer  one. 
The  GEOS  Manual  explains  moving 
windows  around  to  make  all  out- 
side edges  available. 


Next,  draw  a  short  line  of  three 
pixels  at  ten  pixel  intervals  along 
the  left  and  the  top  edges.  You'll 
need  to  do  this  in  pixel-edit  mode. 
Use  the  ruler  or  tape  measure  to 
check  the  scale  markings  or  count. 
Make  slightly  longer  marks  every 
50  pixels  and  still  longer  ones  every 
100.  Examine  the  accompanying 
chart  for  guidelines.  If  you're  ambi- 
tious, you  might  want  to  place 


scales  along  the  right  and  bottom 
edges  of  the  document,  too. 

With  the  text-edit  feature, 
place  the  appropriate  numbers 
along  the  top  and  left  sides  of  the 
chart.  When  you've  finished  this 
step,  save  this  file  (you  may  find  a 
chart  with  just  these  measurements 
on  it  useful).  Now,  bring  SCALES 
back  to  the  screen  and  rename  it 
CHART.  Next,  vw'll  add  the  normal- 


'  1 '  ■ 

100 


"^1  '  ■ 
200 


I  '  I  I  I 


-^-^ rj-r- 

300  400 

lOr  IME  OF  DFFIl  WINDOWS 
ithttli} 


soo 


•V'T'I     I     I     I     I     ]     I 

fiOO    s 


.100 


!                                W 

_«  " 

,«                « 

1m 

'   s 

MO    O 

■ 


NORMAL    EDIT    WINDOW 


^-iicltH  9vn  Zii* 


~" 

V 

0                    m 

f 

1%     p«rt! 

I 

E-: 

ALBUM   PAGE 
(Purel*) 


-roo 


PIXEL   i-mi   WINDOW 
(Pijceli] 


GEO-PAINT  SIZE  CHART 


This  chart  makes  it  cflsy  ta  navigale  geoPaint. 


COMPUiers  Qazetta    June  1988     41 


edit  window,  the  album  page,  and 
the  pixel-edit  window  to  the  chart. 

Adding  the  Windows 

Discovering  the  largest  possible  al- 
bum can  be  time  consuming.  You 
need  to  make  long  horizontal  and 
vertical  scales  and  to  experiment  by 
placing  them  on  an  album  page.  Ex- 
perimentation determined  that  the 
maximum  size  of  the  page  is  250  X 
85  pixels,  but  it's  impossible  to  place 
a  graphic  of  this  size  in  the  album  be- 
cause of  limitations  in  the  selection 
process.  The  practical  limit  for  album 
pictures  is  about  216  X  65  pixels. 

Now  draw  the  normal-edit 
window  using  a  rectangle  of  262  X 
143  pixels.  Please  note  that,  al- 
though you  can  fill  this  window 
with  a  graphic,  if  you  do,  you  won't 
be  able  to  rotate  it.  Text  or  any 
graphic  larger  than  125-pixels  long 
horizontally  probably  can't  be  ro- 
tated to  a  vertical  position  because 
of  the  selection  limitation  and  the 
more  narrow  window  dimension. 

You  may  find  the  caption 
"LEFT  EDGE  LEFT  WINDOWS"  a 
challenge  to  create.  It's  rotated  in 
two  segments  and  requires  several 


moves  before  everything  is  aligned 
correctly.  Each  move  is  in  eight- 
pixel  jumps,  so  this  can  be  a  time- 
consuming  process. 

After  you've  created  the  docu- 
ment, including  all  captions,  print  a 
hard  copy  and  save  the  file  to  disk. 
Now  you  can  visualize  exactly  what 
portion  of  your  picture  is  displayed 
in  the  editing  windows,  an  album 
page,  or  the  entire  document.  Larger 
drawings  are  no  problem,  except  for 
album  pages.  Segments  drawn  in 
pixel-  or  normal -edit  modes  can  be 
rearranged  to  make  larger  pictures. 

The  Grid 

Bring  the  SCALES  file  into  geoPaint 
and  rename  it  GRID  (leave  SCALES 
on  the  files  disk  for  future  use,  how- 
ever). Now  extend  all  the  ten-pixel 
marks  across  the  document  both 
horizontally  and  vertically.  Save 
the  completed  document  to  the  files 
disk  and  print  it.  Next,  make  sever- 
al copies  on  a  copy  machine  to  use 
in  making  large  pictures. 

Layout  and  trace  a  drawing 
onto  a  copy  of  the  grid.  Then  load 
GRID  into  geoPaint,  and,  with  the 
editing  pencil,  make  marks  at  all  in- 


tersections in  pixel-edit  mode. 
You'll  need  to  make  identification 
marks  near  key  intersections  so 
they  can  be  seen  in  the  pixel-edit 
window.  With  enough  intersections 
marked,  proceed  to  outlining  the 
small  portion  of  your  drawing  in 
the  pixel  window  and  watch  your 
creation  come  to  life  in  the  small 
window  to  the  left  of  the  status  box. 
When  you're  satisfied,  erase  all  the 
unwanted  grid  pixels  and  move  to 
an  adjacent  area  to  continue  your 
artwork.  When  you've  finished, 
you'll  have  mastered  an  important 
new  technique. 

A  complicated  graphic  can  be 
laid  out  on  a  hard  copy  of  your 
GRID  or,  if  you  don't  relish  erasing 
all  those  grid  lines,  on  a  hard  copy 
of  SCALES,  When  the  master  lay- 
out is  finished,  simply  load  the  ap- 
propriate geoPaint  file  and  use 
corresponding  reference  points  on 
the  master  to  position  graphics  and 
text  on  the  screen.  Be  sure  to  re- 
name the  new  document  and  to 
erase  all  the  unwanted  grid  or  refer- 
ence lines,  numbers,  and  so  on, 
before  saving  and  printing.  O 


2)m 


Modifications  and  Corrections 


•  "Easy  Load"  (February)  has  a  slight 
bug  ttiat  prevents  it  from  working  cor- 
rectly. It  adds  graphics  characters  to  the 
end  of  the  program  names  in  the  disk's 
directory  instead  of  appending  ,6:  or 
,8,1.  This  problem  makes  the  converted 
files  nearly  impossible  to  load.  First,  to 
correct  the  bug  in  Easy  Load,  change 
lines  180  and  190  as  follows: 

KB  180  lFCHOICE»lTHENOPENlb,B,LS, 
"R:"+AS+"{SHIFT-SPftCE}{D^8 
e-:"+A$:CL0SE15 

RG  198  :fCHOICE=2THENOPENIS,8,15, 
"R:  "+A$+''(SHIFT-SPACE}{D}8 
{D>1=:"+A$:CL0SE15 

Then,  to  correct  the  filenames  with 
graphics  characters  in  them,  type  in  and 
run  the  following  program; 

QQ    10    PRIHT"{CLR)  IrVS)  {5    SPACESj-E 

ASY    LOAD    DIRECTORY    CORRECTO 

R{6    SPACES)" 
DE    20    PRINT:PRINT:PRINT" 

(3    SPACES} PLACE    THE    DISK    TO 
BE   CORRECTED    IN" 
MM     30    PRINT; PRINTTAB [11) "DRIVE    0 

(SPACE}OF    UNIT    B." 


QR    43   PR1NT"(3    DOWN) "TAB (6) "t RVS) 

PRESS    ANY    KEY    TO   CONTINUE 
{SPACE)" 
HX    50    GETKS: IFKS=""THEN5a 
FE    60   OPENl,e,(l,"?0":OPENlS,S,15: 

PRINT"(CLR)" 
FP    70    GET#l,AS,AS:REH    LOCATION    BY 

TES 
RQ    80    GET#1,AS,AS:EEM    link   BYTES 
KG    90    S  =  ST:  IFSOOTHENCLOSEliGOTOl 
50: REM    CHECK    FOR    END    OF    FIL 
E 
KE    100    GETI1,L0S,HIS:CS-""!RBM    LO 

W  BYTE, HI    BYTE    OF    THE    LINE 
NUMBER 
FH    110    LO=ASC(LOS+CHRS(B) ):HI=ASC 

(HI5+CHR$(0)) :LN-LO+HI*256 

:LNS-MIDS(STRS  (LN)  ,2) 
DR    120    PHINTLNS+"    ";:REM    PRINT   TH 

E    LINE    NUMBER 
BB    130    GETI1,BS:IF   BS=""    THEN    PRI 

NT   CHRSU3)  ;  !GOTO170:REM   F 

ILEHAHE 
ED    140    PRINT    B3;;CS"CS+BS!GOT013a 
BM    150    INPUTI15,EN,EMS,ET,ES!CL0S 

EIS: IFEN<>0TaENPRINTEN;EH5 

;ET;ES 
MX    160    END 
PE    170    I=l!J-LEN[CS) 
EA    180    IF(MIDS(CS,1,1)<>CHB5(3*)) 

AND (I<>J)THENI-I+l!GOTOlB0 
JA    190    IF(MIDS(CS,J,1)<>CMRS(34)) 


ANDUOJlTMENJ-J-l  IGOTOIBB 

DS    200    IF    I=J    THENB0 

XS    210    J=J-4:IFMIDS(CS,J,4)-"    {D} 
8@"THEN240 

DC    220    J»J-1:IPMID$(CS,J,5)-"    <D} 
a<D>l''THEN250 

ME    2  30    GOTOB0 

GE    240    I=I+1:DS-MIDS(CS,I,J-I):PR 
INT#15,"R0:"+DS+" 
(SHIFT-SPACE}{DJ8e-"+DS+" 
(SPACE){O}8i":GOTO80 

ftK    250    I-I  +  l:DS-MIDS(CS,I,J-n  iPR 
INT»15,"R0:"+OS+" 
tSHIFT-SPflCE){0}3(D>l-"+DS 
+"   {DJ8tDJl":GOTO80 

You  will  be  prompted  to  place  the  disk 
containing  the  corrupted  filenames  into 
drive  0  of  unit  8  (a  1541  as  it  comes 
from  the  factory  is  drive  0  of  unit  8). 
Place  the  disk  to  be  corrected  into  the 
drive  and  press  any  key.  All  the  file- 
names that  were  corrupted  by  Easy 
Load  will  be  corrected.  Filenames  that 
weren't  corrupted  by  Easy  Load  are  not 
affected  by  the  correction  program,  so 
don't  worry  if  you  place  the  wrong  disk 
in  the  drive.  • 


42     COMPUT£rs  Gazette    June  1988 


&j  you  can  code  circles  around  the  pnjs, 
eh?  Well,  here's  your  chance  to  iirove  it.  it's 
the  GKOS  frofiramminK  Cinuest,  And  all  it 
takes  t(i  will  is  a  Commodore  and  your  skill 
at  programming  under  CSKOS  to  win  in  any 
four  categories  and  walk  away  with  all  kinds 
of  prices. 

[ndudinRaehHckf<ir$l,(J(X). 

Just  send  us  the  {llv()S-l)aKed  program 


applications  from  Berkeley  Softworks 
■  Commodiire  peripherals:  H)7()  120O  Baud 
Modem,  Ktfil  Mouse  and  IJftl  or  1750  NAM 
lixpansion  Module 
'  Six  month  subscription  to  Q-Link,  the  tele- 
communications service  and  Q-Link  s  Cub- 
lie  Domain  Software  Library  from 
Quantum  Cnmputer  Services 
'  'IWeive  inotith  subscription  toCompute!'s 


eJiKlKitiK  will  be  pcrfomied  by  the  staff  of 
•  Ciiminitci'slJiiiL'tteM.-itijziiic.  'IV 
iliifisioiis  (if  ttn- jmlMfS  ,'tre  final  in  ,ill  ri^sjK'Cls.  This 
intludes  litfisirais  reKarditiscreativiiy,  similarity 
among  cmries  and  Ktneral  suitability. 

7Knlrits  Ix'omie  the  properly  rtf  lierkcley 
•  Stidworks,  which  reserses  the  righi  lo 
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bcTonie  \)nn  ii(  ii  "sharowart;"  library  to  kr  distribute'tl 
by  UiTkelcy  Sudworks,  Com|)utc!'s(;iii;eltcaiid 
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YOU  WMTE  THE  PROGRAM 
WEliWRITfTHICHKICS. 

The  GEOS  Programming  Contest.   -', 


you'ie  most  proud  of —  on 
disk— by  August  31,  198K. 
There  are  four  categories, 
each  with  an  Applications'  and  Desk  Accesso- 
ries- winner.  Which  nteans  that  there  are 
eight  first  prixes.  i-aght  srrond  pri/:es.  And 
ciKht  thirds. 

And  each  prize  consists  of  lots  more 
prixes. 

We  may  not  be  the  only 
ones  writing  checks. 

And  that's  only  where  the  bucks  start. 
Because  if  your  pn>grani  makes  it  into  a 
GEOS  Shareware  Libiary,  all  kinds  of  satis- 
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So  boot  up  and  get  down  lo  pumiiing  out 
your  most  professional  (jiCOS  program. 
Then  send  it  in  with  the  information  required 
below.  Who  knows?  Wt-  could  be  sending  a 
check  right  bacli  to  you. 

1.  Applications  are  identified  by  the  GKOS 
Applicaliui)  h'ile  'lype,  are  entered  from  and 
exit  to  tile  deskTop  and  conform  to  the 
Gi{t>S  user  interface. 

2.  Desk  .Accessories  are  defined  as  pro- 
grams which  are  less  com[)lex  than  applica- 
tions, are  identified  by  the  (SROS  Desk 
Accessory  File  'Type,  may  be  entered  and 
pop-up  within  any  applicati(ai  and  upon  exit- 
ing return  tlie  application  to  its  prior  state. 

Categories 

ENTCKTAINMKNT-  Includes  enter- 
tainment and  games,  l-or  example,  a  Chess 
game  (Applications  Division)  or  a  trivia 
game  (Desk  Access<n'ies  Division). 
EDUCATION— Primarily  educational  and 
instructiiinal.  Kor  example,  a  world  geogra- 
phy program  (Applicatiotis  Division)  or  a 
flash  card  [imgram  (Desk  Acces.sories 
Division!. 

PRODUCTIVITY  — I )estnns  lh;il  improve 
personal  [(roductivity.  Exampk's  include  an 
"outline  processor"  (.'\pplications  Division! 
or  a  scientific  or  financial  calculator  (Desk 
Accessories  Division). 
OPEN  1'K0(;KA.\I.M!NC;— Open  design 
category  that  includes  programs  not  covered 
in  other  categories.  Examples  include  disk 
utilities,  printer  and  input  drivers  and  tele- 
communications programs. 

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•  Your  choice  of  any  five  C(il  or  C128  GEOS 
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■  Connnodore  peripherals:  l(i7(l  !2()0  liaud 
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•  Three  UKauh  subscription  to  (J-Link,  the 
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•  'Iwelve  month  subscription  to  Computel's 
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OfTicial  Rules 

1Km|il'i)'t'fs  (if  iierkeley  Sodwiirks,  Qn^inlum 
•   Computer  Services,  Li.ser  Hired,  Ciimiiutel's 
tiiizette  MiijiMziiie,  their  advertisinj!  iind  promulional 
a^tenties  and  I  heir  immediate  families  are  not  eliKiblt 
to  enter  the  contest. 

2K;ieh  entry  rmist  be  your  ori^nnal  work, 
•   previ^>u^ly  unpublished  in  .my  (orm. 
All  those  programs  acccpled  will  lie  required  to  affimi 
tliiii  in  wnlinB. 

bill 


imission,  cuntciitaiits  should 
ludc  in  the  prowam  I  heir  name, 
ad<iress  and  a  "user  fei-"  atiiount  for 
siUisfied  users  to  send  a  discretiorciry  itiynient. 

8Kntrii-s  nuy  !»■  written  in  any  pto^.Tamminjj 
•  i^mwaue  but  must  tie  a  (ilvOS  litsii)  proKram 
sui)iii>rtitiK  the  VtEOS  file  strULture  .ind  k-  e)iei.'ul,ible 
(roni  ihe  ClvOS  desk'l'op  or.i  GliOS  applicalion, 
Whirliever  lanRuaj^e  isohosen,  tlu;  code  must  be  a 
self- standing  projjr.ini  that  can  be  r^n  by  someone 
who  does  tint  own  the  language.  We  must  be  abte  to 
leRilly  distribiiie  tile  proyjram  viithoiit  int'urrinK 
lieensinj;  fees  or  any  other  obliKations  to  the  maker  of 
tile  languajle. 

9Knlries  roust  tie  submitted  on  't.lS"  floppy 
•  disks  111  I.''j.l1il:i7l  fonreit,  'Hie  followinK 
should  k'  itearlv  marked  on  both  the  i)riii[oiit  and 
llle  disk: 

A,  Contesl.int's  name,  address  and  phorU'  nuriiber. 
it.  Category  and  division  (or  the  entry. 
C.  Intended  use  lor  tile  proKTam. 
1  Ij    Entries  must  be  accompanied  by  a 
XV/.  deseription  which  e>!plijiis  how  to  use  the 
|)rii^,Tam  and  wliat  it  does. 

nl'his  eonlesi  is  void  where  iirohibited  by  law. 
•  A|l  (eileral,  slate  and  local  taxes  are  the  sole 
responsibility  of  the  wiiuiers. 

General  Conditions 

•  l-a lines  will  lK-juilnediiricre:iuiiiy.  .inijitilitv,  interface 
consistency  \sT(h  other  (rlit  >S  pru^anis  ami  erfor-ffet 
qiuililyof  thecode. 

■  Make  sure  your  iiiiiiler  will  protect  your  di&k  from 
d'lniaBc.  .^fix  sufficient  first  class  posia^-.  Mail  your 
lirintout,^  disk  ami  official  entry  blank  to  tlit!  above 
address  in  time  to  reach  Cionipulet's  (iaaette  Mafja^ine 
before  the  Auuust  HI,  t'JKH,  deadline, 

■  WiiiniTs  will  Iw  announced  by  (krolier,  IDKS. 

Sponsored  liy  Berkeley  Softworks 
and  C'omputeJ's  (/ii/ettt. 


3Coiitesiams  may  enter  multiple  caletjories,  b 
•   niny  only  submit  one  entry  per  category  per 
tlnisioii  te.K,  one  entry  in  the  linterluinment  eatenory 
Applications  Division,  ami  one  entry  in  the 
Entertaiiiiiienl  Desk  Accessories  Division!. 
Regardless  of  the  number  of  catej^ories  you  enter,  you 
will  only  be  elijiilile  to  win  one  prize. 

4     De.adline  for  entries  is  Au)nist;U.  IH.'W,  Mail 
•   entries  to  L'omiiiite''B  t;,i;cne,  I'.O,  tiox  fjltMi. 

Crecnsboro,  NC.  'Z7mi 

Attn:  tUCOS  I'lo^ramminKCotilesl. 

5      Acceptance  of  an  entry  sluill  not  create  any 
•    iiii|ilicalion  that  the  entr>'  has  iH-en  received  and 
reviewed  by  tlerkeley  Softworks  or  has  tx-en  used  in 
any  way  in  priKlucI  de^'elopment. 

n  Berkeley 
Softworks    L 


f1.f',.ASK  [I^INT 


Name 

Phone 

Address . 


City_ 
State . 
Age_ 


^ip  - 


h:VE kV L U YIKS r  l-JM  1 KV  W [ JST  INC l.l I [ IK  Tl I ES 
M*;NKlJKr>kM: 

I  w.nTAni  i\v\\  tV'  [ML>.(.i'Jiiii  pu-Kcmly  vniitM  ih  my  i km n  < iri^: 
iiuU'tiikMiKltlul  Hk'  w.Hldiasntu  k'l-ii  wljiimti'dfir  mmiil- 
t'iiHhHti  fUt'tftk'uv  ntif  Kill  i|  iKvn  tifcvmusMy  |j«blfi[K'd  in  iiriy 

ilrmMTi  4S  111  Mh- orkilvm  ijf  wifUwr^  lUMd  4'*Jir[lukj<  iJ  t^ftfi;'^ 
!■  &ru|  JfUl  'MTltiriUl  ti'i'E4H^t<  Kin  Ett^'  pjTl.  )  uruVf  ^MruF  tlul 
h\  i'nfn-ntj  lhr>  iiTUrM,  my  iiilf>'  bit  Himr,  Hk  pr»|)*'nv  *J 

>  tlttffteiffr  library,  i  »i4 tic  Ein#BCt.-d  lo tjja^ i  »Ul«itrd  n  k-A^ 


Signature 


i.  J 


Tlie  brightest  minds  ai'e  working  \vitli  Berkeley. 


Ramdisk  64 


Bruce  Thompson 


This  short  machine  language  utility  creates  a  ramdisk  in  the 
64' s  "hidden"  memory,  allowing  you  to  load  and  save  pro- 
grams instantaneously— and  it  provides  over  20K  of  storage. 


BASIC  programmers  rarely  tap  the 
great  expanses  of  memory  in  the 
Commodore  64.  Tor  instance,  both 
BASIC  and  Kemal  ROM  (Read 
Only  Memory)  have  an  SK-chunk  of 
RAM  {Random  Access  Memory) 
beneath  them.  "Ramdisk  64"  lets 
you  use  this  RAM  (along  with  the 
4K  block  of  free  memory  at  location 
49152)  for  temporary  storage  of 
BASIC  programs.  No  longer  will 
loads  and  saves  depend  on  the 
speed  of  your  tape  or  disk  drive. 
With  Ramdisk  64,  you'll  have  in- 
stant access  to  as  many  programs  as 
you  can  fit  in  20K  of  RAM, 

Installing  the  Ramdisk 

Since  Ramdisk  64  is  written  in  ma- 
chine language,  you'll  need  to  enter 
it  with  "MLX,"  the  machine  lan- 
guage entry  program  printed  else- 
where in  this  issue.  When  you  load 
and  run  MLX,  respond  to  the  address 
prompts  \\ith  the  following  values: 

Starting  address;     0601 
Ending  address:       0A50 

After  you've  typed  in  the  pro- 
gram, save  a  copy  to  disk  or  tape 
before  leaving  MLX,  Even  though 
it's  written  in  machine  language, 
Ramdisk  64  loads  and  runs  like  a 
normal  BASIC  program.  Thus,  to 
install  the  ramdisk,  simply  load  the 
program,  type  RUN,  and  press  RE- 
TURN. When  the  cursor  reappears, 
type  NEW  and  press  RETURN,  The 
ramdisk  is  now  active  and  ready  for 
use. 

RAM  Power 

The  ramdisk  you've  installed  oper- 
ates much  like  a  disk  or  tape  drive. 
It  assumes  a  device  number  of  2  (a 
disk  drive  is  normally  device  8;  a 

44     COMPUTE!  s  Gazette     June  1988 


tape  drive  is  device  1),  So,  to  save  a 
BASIC  program  to  the  ramdisk,  use 
the  command  S/^E" filename", 2 
where  filename  is  any  string  of  16  or 
fewer  characters. 

Once  you've  stored  a  number 
of  programs  in  the  ramdisk,  enter 
L0AD"$",2  to  produce  a  two- 
column  directory  of  all  the  files  cur- 
rently in  the  ramdisk.  This  directory 
does  nol  destroy  the  program  that's 
in  memory.  At  the  end  of  the  direc- 
tory, you'll  see  a  BYTES  FREE  mes- 
sage telling  you  how  much  memory 
is  left  in  the  ramdisk  for  additional 
programs.  If  you  attempt  to  save  a 
program  that  is  longer  than  the  space 
that  remains,  the  save  aborts  with  an 
OUT  OF  MEMORY  error,  and  your 
BASIC  program  remains  intact. 

When  you  wish  to  reload  a  file 
from  the  ramdisk  into  the  BASIC 
work  area,  type  LOAD"/ii^)iflme",2 
and  press  RETURN.  If  there  is  an 
appropriately  named  file  in  the 
ramdisk,  it  loads  into  memory 
(much  as  it  would  from  tape  or 
disk).  To  conserve  memory,  the 
program  is  erased  from  the  ram- 
disk. For  this  reason,  when  you're 
finished  working  on  a  program 
you've  taken  from  the  ramdisk,  be 
sure  to  resave  it  {either  to  the  ram- 
disk, or  to  tape  or  disk)  before  load- 
ing another  program.  If  you  wish  to 
delete  a  file  from  the  ramdisk,  just 
load  it  into  memory. 

Ramdisk  64  shares  traits  of 
both  the  disk  and  tape  drive.  For  in- 
stance, if  you're  using  tape  for  pro- 
gram storage,  entering  1CIAD"C" 
will  load  the  first  program  on  the 
tape  whose  filename  starts  with  the 
letter  C.  This  technique  works  just 
fine  with  Ramdisk  64  (for  example, 
LX>AD"C",2  loads  the  first  program 


in  the  ramdisk  that  begins  with  the 
letter  C.) 

With  disk,  this  process  is 
known  as  pattern  rnatcbing  and  re- 
quires an  asterisk  (*).  The  ramdisk 
also  recognizes  this  convention 
when  loading  files.  For  example, 
just  as  with  disk,  LOAD" file*", 2 
loads  the  first  file  that  begins  with 
the  letters  file.  In  contrast, 
1jOAD"*",2  alwai/s  loads  the  first 
entry  in  the  ramdisk  directory.  With 
disk,  this  is  true  only  when  no  other 
program  has  been  loaded  yet.  If  a 
program  has  been  loaded,  LOAD 
"*",8  fetches  the  most  recently 
accessed  program. 

As  a  convenience,  Ramdisk  64 
allows  you  to  save  multiple  ver- 
sions of  a  program  using  the  same 
filename.  This  prevents  you  from 
accidently  overwriting  a  program  in 
the  ramdisk.  To  recall  a  version  of  a 
program,  simply  load  the  program 
repeatedly  until  your  most  recent 
copy  is  in  memory.  Be  sure  to  save 
other  versions  to  disk  or  to  the  ram- 
disk if  you  wish  to  keep  them. 

How  It  Works 

The  Ramdisk  64  driver  routine  re- 
sides at  the  bottom  of  the  BASIC 
text  area.  This  allows  utilities  like 
"MetaBASiC"  to  operate  un- 
disturbed. 

When  it  is  run,  Ramdisk  64  im- 
mediately protects  itself  from 
BASIC  by  adjusting  the  start-of- 
BASIC  pointers  upwards.  Next,  it 
stores  the  current  ERROR  handler 
vector  at  768,  redirects  the  vector  to 
its  own  error  handler,  and  exits  to 
BASIC 

Henceforth,  whenever  a  BASIC 
error  occurs,  the  program  checks  for 
an  ILLEGAL  DEVICE  NUMBER  er- 
ror. If  this  error  took  place,  it  as- 
sumes the  user  is  attempting  to 
access  the  ramdisk.  The  program 
then  looks  for  a  correct  filename  and 
loads  or  saves  the  specified  program 
to  the  ramdisk  workspace.  Ramdisk 
storage  extents  from  location  $AOO0 
to  $FFFF,  excluding  the  area  from 
SDOOO  to  $DFFF. 

On  the  64,  certain  device  num- 
bers other  than  2  will  trigger  the 
ILLEGAL  DEVICE  NUMBER  error 
(0,  3,  and  so  on).  These  can  also  be 
used  for  ramdisk  access.  For  ex- 
ample, both  LOAD"S",0  and 
Ij0AD"$",3  produce  a  ramdisk  di- 
rectory listing. 
See  program  listing  on  page  77.      « 


Big  Screen  Converter 


Robert  Bixby 

This  companion  program  to  "Big  Screen,"  (a  powerful  640  X 
400-pixel  drawing  program  for  the  64,  published  in  the  March 
1988  issue)  makes  ordinary  DOODLE!  files—and  BASIC  7.0 
graphics  screens— compatible  with  Big  Screen. 


"Big  Screen,"  published  in  tlie 
March  1988  issue  of  COMPUTErs 
Gazette,  lets  you  create  hi-res  draw- 
ings on  a  virtual  graphics  screen 
that  is  640  X  400  pixels— four 
times  the  usual  screen  size.  With 
"Big  Screen  Converter,"  you  can 
load  graphics  created  with  DOODLE! 
into  Big  Screen  and  handle  them  as 
you  would  other  Big  Screen  files. 
Thus  you'll  be  able  to  perform  the 
kind  of  detail  work  allowed  by  Big 
Screen  on  your  DOODLE!  files. 

Big  Screen  Converter  is  written 
in  machine  language  for  maximum 
speed.  To  enter  it,  you  must  use 
"MUC,"  the  machine  language  en- 
try program  found  elsewhere  in  this 
issue.  When  you  run  MLX,  you  are 
asked  for  the  starting  and  ending 
addresses  of  the  data  you'll  be  en- 
tering. Here  are  the  values  to  use 
with  Big  Screen  Converter: 

Starting  address:     0301 
Ending  address:      OB70 

Follow  the  MLX  instructions 
carefully,  and  be  sure  to  save  a  copy 
of  the  Big  Screen  Converter  data 
before  exiting  MLX.  Although  writ- 
ten in  machine  language.  Big 
Screen  Converter  can  be  loaded 
and  run  just  like  a  BASIC  program. 

Converting  DOODLE!  Files 

To  convert  a  file,  first  load  and  run 
Big  Screen  Converter.  The  program 
asks  vou  for  a  filename.  Place  a  disk 


containing  a  DOODLE!  file  in  your 
disk  drive.  Type  the  name  of  the 
DOODLE!  file  and  press  RETURN. 
Remember  to  add  the  DD  prefix 
which  precedes  all  DOODLE!  file- 
names. {For  example,  if  you  save  a 
hi-res  picture  as  LANDSCAPE  with 
DOODLE!,  the  file  will  appear  in  the 
directory  as  DDLA.NIDSCAPE.)  Be 
sure  that  you  type  a  valid  file- 
name— if  the  program  is  unable  to 
find  your  file,  you'll  have  to  load 
the  program  and  run  it  again  to  en- 
sure an  accurate  conversion. 

Once  you've  entered  the  DOO- 
DLE! filename,  Big  Screen  Convert- 
er switches  to  the  hi-res  screen  and 
begins  the  conversion  process. 
You'll  actually  see  the  first  part  of 
the  picture  load  and  expand  until 
the  limits  of  the  normal  hi-res 
screen  have  been  reached  (320  X 
200  pixels).  The  screen  border  color 
flashes  red  and  white  during  the 
conversion.  When  the  process  ends, 
the  text  screen  reappears. 

At  this  point,  follow  the  in- 
structions in  the  March  GAZETTE  to 
load  and  run  Big  Screen.  Your 
DOODLE!  file  will  be  displayed  on 
the  graphics  screen  in  an  enlarged 
form^ — four  times  bigger  than 
before.  Using  Big  Screen's  various 
modes  and  commands,  you  can 
now  work  on  this  expanded  image. 
When  you've  finished,  be  sure  to 
save  a  copy  of  it  to  disk. 


Converting  128  Graphics 

Big  Screen  Converter  handles  not 
only  DOODLE!  files;  it  also  converts 
graphics  screens  saved  from  BASIC 
7.0.  Hi-res  screens  on  the  128  are 
generally  saved  with  the  command 
BSAVE.  For  instance,  the  following 
statement  saves  the  contents  of  the 
hi-res  screen  at  7168  to  disk  as  the 
file  "HR  PICTURE": 

BSAVE  "HR  PICTURE",B0,P7168  TO 
P16384 

Once  it  is  saved,  you  can  con- 
vert HR  PICTURE  to  Big  Screen  for- 
mat by  first  switching  to  64  mode. 
Next,  load  and  run  Big  Screen  Con- 
verter. At  the  filename  prompt,  en- 
ter "HR  PICTURE".  When  the 
conversion  is  complete,  load  and 
run  Big  Screen  and  save  a  copy  of 
the  enlarged  image  to  disk. 

How  It  Works 

After  you've  specified  a  filename 
{DOODLE!  or  BASIC  7,0  graphics 
screen).  Big  Screen  Converter  reads 
a  byte  of  graphics  data  from  the  file 
and  expands  it  to  encompass  four 
bytes.  These  four  bytes  are  dis- 
played on  the  64's  graphics  screen 
beginning  at  8192  before  another 
byte  is  read  from  the  disk.  The  nor- 
mal graphics  screen  represents  the 
first  quadrant  of  Big  Screen's  640  X 
400-pixel  canvas.  The  rest  of  the 
converted  graphics  data  (the  three 
remaining  quadrants)  is  stored  in 
8000- byte  areas  beginning  at 
16384,  24576,  and  32768,  Big 
Screen  Converter  itself  occupies  a 
little  more  than  800  bytes  of  memo- 
ry in  the  BASIC  text  area. 
See  program  listing  on  page  75.       ® 

COMPUTEIs  Gazotte     June  1988     45 


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•  m  MoiwehronM  Monitor  Cord  •  SMurity  Keylock 

*  StlK  ProfeuloiMl  XT  Turbo  Computor      •  Clock  Calendor 

"  Must  be  pufchosed  with  MS  DOS  A  G.W.  BASIC  Softwore 

for  on  additional  *7I,9S.     (Not  sold  seporately.  j 

■MQI  If  It4  r*0H**nd  IfadwTwrii  of  tntwiwtianat  lut^rwu  Mochlnva.  Inc. 


Complete  ISHilh  IBM®  XT 
Compatible  System 

Computer,  Drive,  Monitor,  Printer  &  Softvtare 


Sale  Price 


Profoutonal  Syfl»ni  Liit$249S     (Add »:S.0O itvipplng.*) 


Complete  Apple® 
Compatible  System 

Computer,  Drive,  Monitor,  Printer  A  Software 


Sale  Price 


li>t$1226     (Addt35.00>hipping.'} 


No  One  Sells 

This  System 

For  Less! 


*  LoMr  IIUC  Computor 

Video,  Parallfll  &  Serial  Ports 
Runs  Virtually  All  of  tKe 
Apple  ll/lk/lla  Software 

•  HI  Ros  It"  Monochrome  Monitor 

*  Cmulne  IBMIVi"  Printer  Vt/ith  interface 
And  Heot  Tronsfer  Poper 

•  Softwrare:  Word  Processor,  Spreadsheet  &  Data  Entry 

AppW®  Ji  rt>«  r*gtil*r*d  rrodafnoHt  of  Ap^*  Compvtvri  Inc. 


No  One  Sells 

This  System 

For  Less! 


•  *1S  MHz  (Norton  CI  Rating) 

•  S12K  ProfsulofMl  XT  Turbo  Con^nitar 

4.77/8  MHi ;  Clock /Calendar 
Parollel,  Serial  S  Gome  Ports 

•  MS  DOS  3.3  A  G.W.  Boflc  Included 

•  Hi-ltet  13"  Monochrome  Monitor 

•  Genuine  IBM  tVi"  Printer  with  Interface 
And  Heat  Transfer  Poper 

•  Software]  Word  Processor,  Spreadsheet  &  Dota  Base 


Complete  Commodore® 
64c  System 

Computer,  Drive,  Monitor,  Printer  A  Software 

•    Sale  Price 
*395»5 


Lit)  $1045     (A(1()»3S.D0  ihipfHng.*) 


No  One  Sells 

This  System 

For  Less! 


*  Commodore  C-Mc  Computer 

*  Excelerator  Plus  Dlih  Driv« 

*  Hi  Ret  13"  Monochrome  Monitor 

With  Connecting  Cables 

•  Genuine  IBM  »%"  Printer  With  Interfoce 
And  Heat  Transfer  Paper 

•  GEOS  Software!  Word  Processor  And 
Drawing  Program 

CommndonSI  la  tha  r*sla1*ivdln>d*tr>i>il>  otCixninador*  tudncuMochlnolnc. 


15  Pay  Hoftie  Trlol  •  90  Day  Immodlate  ReplqcoiTient  Policy 

^/*%fmr*l    ITi^D     ffct  ptg^T  *  llliiKHHmidmU  hS<J4'>^  ui«iiu    All  ordcri  miut  be  Ln  U,S    DoilUi    W*  ihip  ia  iJI  pcrinu  in  the  U.^..  CAJ^AUA.  P'UERTO  RICO,  «  AP&FFO. 

'^„'K^  rw\r' KM    B  CrC      i^r  l  PCK^>  I  pit«HC4btircHcK«^iai>wLj>Mcianitn«iLklU.S  «  CO  D    KAILOKt»Mn  (nrlcM  cuhm  thMk,  moocy  orin.  O*  P«  mmmJ  th«:*.  .AJlo-  i*  i^ft  i'^vwy,! 

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£An£  W,  rVippVr  Kd,  tXirnnglOn,  IL.  CAA/ll;  jMontionHHlt  ihippcdmcmtln«nUJU1^  ^COMP1^^^iJlmlUX^^  wiUmiUhmr  •»JWM(kitWlT«diT«l*ri<WI(*<TTdpfi«on  JMKt^ 

wail  \^t4f  ^9i-^V9v  lO  V^raori        cwTmi>yjiew**p*t«ii*drr4u.iiwiupp<*i*iihihwtM^*cT.«wtiKLrit3d*r*iird*i*(sip«/th»*.  V|»A  ^  AAAftTIKCARD  — C.C7.^, 


COfVlRUTER   DIRECT 

Is  1st  In  PRICE,  SUPPORT,  &  CUARAMTEE! 

.    WfE  LOVE  OUR  CUSTOIVIERS!  [  Prk.«  Expir. a-ao-es  1 


Genipine  IBM®  Printer 


B'A" 


Letter  Size  •  80  Column 
Limited  Quantities 


lit  CCMIW 

Itt  S«rv« 


Sale 

(Add  $7.50  shipping.*) 


Hi-Speed  NLQ  Printer 

Superb  Near  Letter  Ouality 
160  — 180CP5 


$44 

j.*l    ^^*  ^^ir 


List  $199 


•  Unbeiievoble  Low  Price  *  Underline 

•  Advanced  Dot  Matrix  -  Heat  Tronsfer         •  Enlarged 

•  Upper  &  Lower  Case  (With  True  Lower  Descenders) 

•  Grophics  With  Commodore,  &  Apple  Interfaces 

•  Ready  to  Hook  Up  To  Serial  Port  Of  IBM®  PCjr 

•  Low  Cost  Adapters  For  IBM®,  Apple,  Commodore, 
&  Laser  Computers 


15"  1 60  CPS  Printer 

Star  Micronics  LV-1615  With  High 
Speed  And  Near  Letter  Quality 


No  One  Sells 

This  Printer 

For  Lessl 


Sole 

[Add  $14.50  shippirtg.*) 


$229 


95 


List  $499 


IBM  Compatible 

Skip  Over  Perforation 

Continuous  Underline 

Friction  and  Tractor  Feeds 

High  Res  Graphics  Printing 

NlQand  High  Speed  Draft 

Both  Parallel  and  Serial  Interface  Ports  Standard 


Sale  $ 

(Add  $10.00  shipping,*) 


179 


95 


List  $499 


•  High  Speed  Dot  Matrix 

•  Near  Letter  Quality  Selectable  From  Front  Ponel 

•  Italics  -  Elite  -  Condensed  -  Pico 

•  Tractor/Friction  Feed 

•  Centronics  Parallel  Port 

•  *  Lifetime  Warranty  On  Print  Heod 

•  6  Month  Replacement  Policy  For  Printer 


•Super  Graphics 
•  8K  Buffer 


Super  Hi-Speed  Printer 

200  CPS  Star  Micronics  LV.2010 
With  Crisp  Near  Letter  Quality 


No  One  Sells 

This  Printer 

For  Less! 


Sale  $  I  0095 

(Add  $10.00  shipping.*)     H       ^^    ^^  List  $499 


(Add  $10.00  shipping.*) 

•  IBM  Compatible 

•  Serial  Impact  Dot  Matrix 

•  Near  Letter  Quality  Mode 

•  Ultra  High  Resolution  Bit  Image  Graphics 

•  200  CPS  Draft  -  45  CPS  Near  Letter  Quality 

•  Standard  Serial  &  Centronics  Parallel  Ports 

•  Pull  Tractor  &  Automatic  Single  Sheet  Looding 


Call 


15  Pqy  Home  Trlol  *  90  P 

(312)  382-5050 


We  Ijove  Our  Customers! 


Y  Imrnedldte  Replocoinent  Policy 


Mail 


COMPUTER  DIRECT 

22292  N.  Popper  Road 
Borrington,  IL.  60010 


Since  1981 


Lyco  Computer 

Marketing  &  Consultants 


Order  processed  within  24  hours 


Order  Early  —  Commodore  Price  Increases  Possible 


COMMODORE  isbd 

System 


M-r-^ssjs^^ef&W  -  lis*-"- 


$449 


95 


COMMODORE  128 

system  special 


•  Commodore  12a 
Compuler 

•  ThomBon -IISO 
Monllor 

•  Eicsl  2001  Drive 


'*  $609 


95 


Limited 
Quantity 


THOMSON  O    4120 
Commodore  Ready  Monitor 

•  Color  Composite  for  64 
Mode  Operation 

•  Color  RGB  for  01 28 
Mode  Operation 

•  Plus  Switctiable  in 
Green  Monocfirome 

•  Cables  Included 


$225 


95 


CHIP  PC 

PERSONAL 
COMPUTER 

•  4.77  Mtiz 
speed 
Dual  floppy 
Green  monitor 
,j^-.        included 


$579 


95 


COMMODORE 

HARDWARE 

1541  II  Drsk  DliVB  $175.95 

1581  OisK  Drivo $189.95 

Indus  GT  C-M  DriMO  5199.95 

1802C  Monitor S1B9,95 

64  C  CompulBf SI  88.95 

12BD  CompirtetrWvfe  S449.95 

C-1351  Mousa SK.95 

17t»  RAM  ....... , S109  95 

C-1750  RAM SCALL 

1764  RAMCS4  $117.95 

1084  MonilOf  $279.95 

128  Computor  S219.S5 

Excel  2001  C12B  a\ve  $199. 9S 

Eicol  FSD.2+  C64  Drive SI  49.95 

Attention  Educational 

Institutions: 

If  you  are  not  currently  using 

our  educational  service 

program,  please  call  our 

representatives  for  details. 

PC 
COMPATIBLE 

HARDWARE 

BCM  12G  Gi.  Monitor S64.95 

BCM  12A  Am.  Monilor $69.95 

BCC  CG  Colot  Card $94,99 

AST  SCALL 

Laser  CompaclXT $475.95 

Uis<K  Compact  XTE  640K S549  95 

Laser  Dosldop  TuitO  XT  256K  ,  $569  95 
Laser  Desktop  Turt»  XT  640K  .  $599  95 

Laser  EGA  +  4  Card SI  29,95 

KrafI  PC  Joystick  Card S27.95 

Zucker  CGA  ColorCard $89.95 

ATI  Graphics  Sotullon  $129.95 

ATI  EGA  WonOsc  S199.95 

Thomson  GB  200 „..  S249  95 

Blue  Chip  Popular SCALL 

BJus  Chip  2eSAT SCAU. 

^Seagate 

HARD  DRIVES 

ST  225  2D  meg  Hard  Drive  ....  S215.9S' 
ST  251  40  meg  Hard  Drrve  ....  S399.95' 
"DTC  Control ler  Krt  loi  PC.XT  ..  $39  95 
ST  238  30  meg  Hard  Drtva  ...  $249.95" 
"DTC  HLLConlioller  Kittoi 

PC/XT  $49.95 

ST12520mog3.6HardDrive.    $289.95 

DTC  Connollef  Kil  tor  PC.XT $39.95 

ST  125  20  meg  Internal  Card 

wContiollar  $349.95 

Add  STO.OO  fat  Wsslem  Digilal 


COMMODORE  640 

COMPUTER 


$169 


95 


COMMODORE  64C  system 

Seikosha       Special 


•  Commodore  64C 
Computer 

•  Commodore 
1541  II  Drive 


Sp180VC 
Commodore 
Ready  Printer 

95 


MLASERCOMBCT  XT 

•  PC-XT  •  Parallel  Printer 
Com  pat  it)  le  Port 

•  4.77  -  8,00  Mhz  •  Senal  RS232 
Super  Turbo  •  Joystick/Game 
Clock  Speed  port 

•  Built-in  51/4  Drive 

•  Built-in  RGB 


ONLY 


Video  Output 


IB/LASER 

Desktop  PC 

$569^^ 


1-800-233-8760 


Lyco  Means  Total  Service 


C64  128 
Modem  Value 


Mark  "Mac"  Bowser, 
Sales  Manager 

I  would  personally 
like  to  thank  all  ot  our 
past  customers  for 
helping  to  make  Lyco 
Computer  one  of  the 
largest  mall  order 
companies  and  a 
leader  in  the  Industry. 
Also,  I  would  like  to 
extend  my  personal 
invitation  to  all  computer 
enthusiasts  who  have 
not  expenenced  the 
services  thai  we  provide. 
Please  call  our  trained 

sales  statf  al  our  toll  free  riumber  to  inquire  about  our 

diverse  product  line  and  weekly  specials. 

First  and  foremost  our  philosophy  is  to  keep  abreast 
of  the  changing  market  SO  that  we  can  provide  you  with 
not  only  factory-fresh  merchandise  but  also  the  newest 
models  offered  by  the  manufacturers  at  the  absolute  best 
possible  prices.  And  we  offer  the  widest  selection  of 
computer  hardware,  software  and  accessories. 

Feel  free  to  call  Lyco  if  you  want  to  know  more  about 
a  particular  item.  I  can't  stress  enough  that  our  toll-free 
number  is  not  just  for  orders.  Many  companies  have  a 
toll-free  number  for  ordering,  but  if  you  just  want  to  ask  a 
question  aboul  a  product,  you  have  to  make  a  toll  call.  Not 
at  Lyco  Our  trained  sales  staff  is  knowledgeable  about  all 
the  products  we  stock  and  is  happy  to  answer  any  questions 
you  may  have.  Wo  will  do  our  best  to  make  sure  that  the 
product  you  select  will  fit  your  application.  We  also  have 
Saturday  hours  —  one  more  reason  to  call  us  for  all  your 
cornputer  needs. 

Once  you've  placed  your  order  with  Lyco,  we  don't 
forget  about  you.  Our  friendly,  professional  customer 
service  representatives  will  find  answers  to  your  questions 

about  the  status  of  an 
order,  warranties, 
product  availability,  or 
prices. 

Lyco  Computer 
stocks  a  multimillion 
dollar  Inventory  of 
factory-fresh 
merchandise.  Chances 
are  we  have  exactly 
what  you  want  right  in 
our  warehouse.  And  that 
means  you'll  get  it  fast. 
In  fact,  orders  are 
normally  shipped  within 
24  hours.  Free  shipping 
on  prepaid  cash  orders 
over  S50,  and  there  is 
no  deposit  required  on 
O.D.  orders.  Air  freight  or  UPS  Blue  Red  Label  shipping  is 
available,  too.  And  all  products  carry  the  full  manufacturers' 
warranties. 

I  can't  see  why  anyone  would  shop  anywhere  else.  Selec- 
tion from  our  huge  in-stock  inventory,  best  price,  service  that 
cant  be  beat  —  we've  got  it  all  here  at  Lyco  Computer. 
TO  ORDER,  CALL  TOLL-FREE:  1-800-233-8760 
New  PA  Wats:  1-600-233-6760 
Outside  Continental  US  Call:  1-717-494-1030 

Hours:  9AM  to  8PM,  Mon.  -  Thurs. 
QAM  to  6PM,  Friday  —  10AM  to  6PM,  Saturday 

For  Customer  Service,  call  1-717-494-1670, 

9AM  to  5PM,  Mon  -  Fri. 

Or  write:  Lyco  Computer,  Inc. 

P.O.  Box  5088,  Jersey  Shore,  PA  1 7740 

C.O.D.  ntak'Free  Policy:  •  full  martutficturors'  warranties*  no  salflslax  outslda 
PA  •  prices  sriow  4°i  cash  discouni.  add  ^1%  for  credal  cards  •  APO,  FPO, 
(nlemaTionaJ:  add  %5  plus  S^c  for  pfioti^  #  4-week  doararNCe  on  personal  ctrecks 

•  tie  ctieck  lor  credit  card  theft  •  sorry,  compattbiliiy  not  guaranteed  •  return 
aultionifltion  required  •  due  to  new  product  guarantee,  return  restrictions  apply* 
price.'aval  lability  subiecl  lo  change  ■  propEllo  orders  urKiorS50  in  Conlinentaf  US, 
add  S3.00 


•  Avatex  1  ?00e  Hayes 
Compatitile  Modem 

•  DIrecl  Connect  Cable  to 
Your  C6*f128 

•  Freo  OuanKim  Link  Software 

Only  $89.95 


Disc 
Storage 


QVS-10  5'/<  S3.96 

0VS-7S  SvV  51-4,95 

0VS-M3vi S1 1.95 


Generic 
Ribbons 


Color  Ribbons 
Available 

S«v«  up  ta  90%  oTt 

biiF>d  prieesi  Csll  lor  yuir 

make  and  rrtodal! 


Printer 
Interfaces 


XelocJr. S35.9S 

Xotoc  Supergraphtcs  ...  S55  95 

XDtec  Qotd  $69.95 

PPI SZ9,95 

Cardeo  QWhIz $32.9S 

CatOco  Super  C W4.95 

MW  350 S*9.95 

XIra  Long  PC  CaMo  ....  SCAU 


New 
M-3  Mouse 

Works  wtth  Geos 
1351  Compatil)lo 

Call  for 

Introductory 

Pricel 


Mouse  Pads 

*  provides  clean,  dust-kee  sur* 
lac«  tof  your  mouso 

•  No-mar  backing  lo  proioct 
your  desk  surface 

9x11  ....  $10.95 


Mouse 

Cleaner 

$9.95 


5-1/4 

0l*k  Nolcthi 
MHall: 

SSDO  

DSDD  

Bonus: 

SSOO  

DSDD  

SKC: 

DSDD  

DSHD  

Generic  DSC 
V»f«*llin: 

SSDD  

DSDD  

3.5 

Hiiell: 
SSDD  _ 

DSDD  ,.; 

Bonus; 

SSDD  

OSOD  -, 

Vsrbatlm: 

SSDD  

OSDD 


Mait«rCard) 


SOFTWARE 


.  S5.95 

.  sr.BS 

.  J8.95 

.  ss.gs 

.  S6.95 

,  S6.9S 
S13.9S 

.sees 

$11.50 


S11.S0 
S17.9S 

St  0.95 
S13.SS 

S  12.95 

Sie.es 

.  $9,95 
S13.fi(9 
.  SS.75 
S12.9S 


$9.86 

S10.95 

$12.95 

*P  S26.95 

55.95 

S6.95 

, S10.95 

$11.99 

$19.99 

$16.75 

K*.e5 

$29.95 

$14.95 

xPC $1fl.95 

tick 

$27.95 

i$ter $e.95 


1  59  95 

$9.95 

19.95 

S9.95 

Series S9.9S 


Surge 
Suppressors 


PPIM-eoutlel  $16,95 

PP106-6  outlet  wilh 

EMLfRFI  $Z6.9S 

PPl0«*outiel»fi«i 

Indicator $19.95 

PPIOI-SourlBl 

powmWrip S9.9S 


Drive 
Maintenance 


SVi  Onva  Cleaner 

CMP1«  S7.9S 

5'/j  Orius  Cleaner 

with  prDgram $15.95 

3-5  Drive  Cleaner 

CMP  154  $10.95 


Switch 
Boxes 


0 

Cemas'AB $39.95 

Csnt*36AB 539.95 

RS232  ABC S45,9S 

Cent  ABC  S49.95 

RS232  ABCD  $49.95 

Cent  ABCO $49.95 


COMMODORE   M  ^^SaOGA     ^^ 


Video 
Tape 


SKC  T120  VHS 
Video  Tape: 

each ...^ $3.99 

3  pacX $10.95 

lOpaok $35.95 


Closeouts! 


Factory  Fresh 

Special  Pricing 

Call  for  Availability 

Quantum  UfVk SSAVE 

Corrpulnr  Covsl-up 

(duatoivers) SSAVE 

Novatinrimodems  SSAVE 

Anc^Kjr  modarrae SSAVE 

Cenron  SSAVE 

Teknika  Monitors SSAVE 

Panasonrc  Monrtors SSAVE 

Oennison  Diskettes  $SA\^ 

Juki  6300 SSAVE 

Qreet  eevjngm  on  Epyx. 
Cerdco.  Eattern  Houae,  High 
T^ch  Expreaalana,  Time* 
works.  Spina  ker, 
Scarborougti,  Continental, 
and  much  morel! 


EcJwtoo  .-•_. $25.95 

MaehS".. $19.99 

Miich-  I2B  $28.95 

lOlh  Frame $22.95 

Triple  Pad?  $11.95 

Wtd  CI.  Leader  Bfd    . .  522.95 


Famous  Courses  #1  ...  $11.95 
Fiimous  Courses  #2  ...  $11.95 

Leader  Board  Pack  $14.95 

Action  Soft: 

Up  PeflsMipa S1S,95 

Thundorcnopper S1B.9S 

AcKvLtkn: 

Champion.  Saskolball     $19.95 

Music  Studio St  9.95 

Leather  Goddesses S22.0S 

Top  Fuel  Eliminalof St  5.95 

Beyond  Zork $25.95 

GFLFoottiatl  519.95 

Gee  Bee  Air  Rally $16.95 

UMlNinia $19.95 

Mights  M3)lc  St9.as 

Nord  &  Ben  $19,S5 

Alietvs $25.95 

Maniac  Mansion  $19.95 

Banerta*  )ne!u()>d: 

Paperciipm S31.95 

Outrageous  Pages $31.95 

B«i1tel«y  Sorsworfca: 

Qeofile  CE4  $29.95 

Geo  Calc  C64  $29.95 

Qoo»64 S35.95 

Q«H  128 $39.95 

Geowrlte $29.95 

Goowrita  528 $39.95 

Geoputilish  Ce4 S39.95 

Berkotey  TriPak $29,95 

Brodartiund: 

Bffiik  St.  Writer $27.95 

Carmen  Sarr  Diego  $19.95 

Graptiic  Lib.  I,  II.  Ill  $t3.9S 

Print  S)iop $25.49 

PnnI  Shop  Compan S22.95 

CauWron  $16.95 

Supettjike  Challenge  ...  $11.95 

Magnetron $14.95 

Electronic  Ads: 

Marljfe  Madness S20.9S 

reagof's  AFT  $22.95 

Demon  Stalkers $20.95 

Dragon's  Lair $16.95 

SKaloofDie S20,95 

SWko  Fleet S20.95 

Epyn: 

Destroyer $22,95 

Fastload $19,95 

Sub  Battle  , $22.95 

Winter  Games  $11.95 

Calltomia  Games $22.95 

Str.  Sports  Bashelball .   $22.95 

Summer  Games  II  Stt.95 

Work)  Games  $22.95 

BoukJerdasft  Con  Set  „  $13.95 

Pad  Wamor S13.95 

Firebird: 

Elite $18.95 

Guild  of  Thieves $22.95 

Pawn  $22.95 

Tracker $22.95 

Slafglider  $18.95 

Sonlry $22.95 

Microteague: 

Microieag.  Baseball $22.95 

Gerwral  Manager $16.95 

Stat  Disk S13.95 

Microieag  Wrestling  ....  $16.95 

■87  Team  Disk $11.95 

MiCToproaa: 

Airborne  Ranger S22.95 

F-15  Strike  Eagle  $19,95 

Gunatiip  $19.95 

Kennedy  Approach $13.95 

Silent  ServK»  $19.95 

Solo  Flighl S13.95 

Top  Gunner  $13.95 

Piralos  , $22.95 

Sisalth  Fighter $22.95 


Origin; 

Autoduel  $28.95 

Ultima  ill $22.95 

Ultima  IV S33.95 

MoeWus  $22.95 

Software  Simulction*: 

Pure  Stel  Baseball $22.95 

Fooibali $17.95 

Pure  Stal  Coikige 

Baskattsall 522.95 

Springboard: 

Newsroom S29.95 

Cenilitale  Maker $29.95 

Clip  Art  Vol  #  I  „ St  7.95 

Clip  An  Vol.  #2 S23.95 

Clip  Art  Vd,  *3 $17.95 

Graphics  Eipander $21.95 

Strategic  Simulation*; 

Gettysburg  $33.95 

Phanlasle  II  $22.95 

Phanlasie  III S22.9S 

Road  War  2O0O $22,95 

Wizards  Crown S22,9S 

Wargama  Ccinelr $16.95 

Battlocnjisor  $33,95 

Eiemal  Dagger $22.95 

Stiiloh $22.95 

Quostron  11  $22.95 

Phanlasie S22.9S 

Sons  of  LitKjrty  $1995 

Subiogic: 

Fhghl  Simulator  11  ........  $31.49 

Jet  Simulator S24.gs 

Night  Mission  PInboll ...  $18.95 

Scenery  Disk  1,6 SI  2.95 

Stealth  MIsskxi $31.95 

Timeworka; 

Partner  C64 $22.95 

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Pointer 


Charles  Prince 


This  clever  utility  allows  you  to  use  a  joystick-controlled,  mouse- 
like pointer  in  your  own  BASIC  programs.  A  demo  is  included 
to  help  you  get  the  most  from  this  program.  For  the  64  with 
joystick. 


"Pointer"  is  a  short  machine  lan- 
guage utility  that  displays  an  on- 
screen arrow  you  can  n:\aneuver 
around  your  64's  display  with  a  joy- 
stick. With  Pointer  installed,  you  can 
program  your  joystick  to  create 
"point-and-shoot"  applications  like 
those  used  in  the  popular  GEOS  op- 
erating system.  "Finder,"  Program  2, 
demonstrates  how  to  locate  the  ar- 
row's position  on  the  screen  so  you 
can  use  Pointer  to  its  best  advantage. 
Pointer  is  written  in  machine 
language,  so  you'll  need  to  enter  it 
with  "MLX,"  the  machine  language 
entry  program  found  elsewhere  in 
this  issue.  When  you  run  MLX, 
you'll  be  asked  for  the  startling  and 
ending  addresses  of  the  data  you'll 
be  entering.  Here  are  the  values  to 
use  for  Pointer: 

starting  address:     CFOO 
Ending  address:      CFF7 

Follow  the  MLX  instructions 
carefully  and  be  sure  to  save  a  copy 
of  the  Pointer  data  before  you  leave 
MLX. 

Using  Pointer  in  Your 

Own  Programs 

There  are  two  ways  to  use  Pointer 
in  a  program.  First,  you  can  wait  for 
the  fire  button  to  be  pushed.  This 
can  be  done  in  two  ways: 
100  WAIT  56320,16,16 
or 

100  IF  (PEEK(S6320)AND16)-16  THEN 
100 

Both  options  will  freeze  execution 
of  the  BASIC  program  until  the  fire 
button  is  pressed.  The  program 

52     COMPUTEI's  Gazette     Juno  1968 


then  continues  normally. 

The  second  method  involves 
reading  the  location  of  the  pointer. 
This  is  accomplished  with  three 
simple  formulas; 

X  "  INT{«PEEK(S3262)  -  Z55'(PEEK(S3264) 

-128))-24V8) 
Y  -  INT«PEEK(S3263)  -49)/8J 
SL-40'Y  +  X 

In  these  formulas,  X  is  the  colunm 
where  the  pointer  is  currently  located 
fin  the  range  0-39),  Y  is  its  row  (in 
the  range  0-24),  and  SL  is  the  specific 
cell  of  the  screen  that  the  pointer  oc- 
cupies {between  0  at  the  top  left  cor- 
ner and  999  at  the  lower  right). 

Once  these  steps  have  been 
taken,  your  BASIC  program  can  do 
whatever  is  required  when  the  user 
has  pointed  at  something  and 
pressed  the  fire  button.  For  ex- 
ample, the  joystick  could  be  used  to 
pick  options  from  a  menu  on  the 
screen.  In  this  case,  one  space  on 
the  screen  should  be  designated  as 
the  activating  space  for  each  option. 
When  the  user  points  to  this  space, 
the  BASIC  program  transfers  con- 
trol to  the  appropriate  subroutine  to 
execute  the  chosen  option. 

(A  Macintosh-style  interface 
can  be  created  by  combining  Pointer 
with  "Looking  Glass,"  a  program 
published  in  COMPUTEI'i  June 
1986  issue  that  adds  windowing  ca- 
pabilities to  the  Commodore  64. 
When  the  two  programs  are  used  in 
concert,  your  BASIC  programs  take 
on  a  whole  new  look,  with  win- 
dows and  pull-down  menus.  Point- 
er was  written  to  be  completely 
compatible  with  Looking  Glass.) 


Customizing  Pointer 

There  are  several  ways  to  custom- 
ize Pointer  for  your  preferences. 
You  can  change  the  color  of  the 
pointer  simply  by  typing 

POKE  S3294,n 


where  n  is 

the  number  of  the  de- 

sired  color.  Values  for  colors  are  the 

following: 

0  -  Black 

1  -  While 

8  "  Orange 

9  —  Brown 

2  -  Red 

10  -  Light  Red 

3  -  Cyan 

4  -  Purple 

5  =  Green 

11  —  Dark  Gray 

12  -  Medium  Gray 

13  -  Light  Green 

6  -  Blue 

7  -  Yellow 

14  -  Light  Blue 

15  -  Light  Gray 

To  change  what  the  pointer 
looks  like,  you  can  use  any  sprite, 
(Please  note,  however,  that  sprites 
that  are  eight  pixels  by  eight  pixels 
or  smaller  work  best.  If  you  use 
anything  larger,  you  won't  be  able 
to  select  anything  in  the  bottom- 
most row  or  the  rightmost  column.) 
Either  you  can  place  the  data  for  the 
new  sprite  in  locations  704-766 — 
erasing  the  data  for  the  original 
sprite — or  you  can  store  the  data  for 
the  new  sprite  somewhere  else 
(such  as  the  cassette  buffer)  and 
change  the  data  pointer  by  entering 
POKE  2047,i),  where  b  is  the  num- 
ber of  the  block  in  which  you  stored 
the  data. 

If  the  picture  for  the  new  sprite 
has  a  size  other  than  four  pixels  by 
four  pixels,  you'll  need  to  change 
two  registers  in  the  routine  with  the 
following  POKES: 

POKE  53101,251 -YW 
POKE  53146,88-XW 

YW  is  the  height  of  the  sprite, 
and  XW  is  its  width  (both  measured 
in  pixels).  For  example,  for  a  sprite 
with  a  width  of  six  pixels  and  a 
height  of  eight  pixels,  you'd  enter: 

POKE  53101,243 
POKE  53146,82 


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In  our  GEOS  application  contest 


You  already  know  GEOS.  And  if  you  know  BASIC,  then 
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Entries  must  be  submitted  on  a  diskette. 

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Finder 

Finder,  Program  1,  is  designed  to 
demonstrate  how  to  use  Pointer 
and  to  help  you  determine  where 
things  are  on  the  screen.  Since 
Finder  is  written  entirely  in  BASIC, 
simply  type  it  in,  save  a  copy  to 
disk,  and  type  RUN. 

You'll  see  the  pointer  on  the 
screen  and,  in  the  upper  left  comer, 
the  X  and  i/  coordinates  followed  by 
the  screen  position.  To  find  the  posi- 
tion of  a  point  on  the  screen,  use  the 
joystick  to  move  to  any  location, 
press  the  space  bar  to  erase  the  posi- 
tion information,  and  press  the  fire 
button  on  the  joystick.  Pressing  Q  at 
any  time  will  return  you  to  BASIC. 

Program  Notes 

When  using  Pointer,  there  are  a  few 
restrictions  to  note: 

•  Your  BASIC  program  cannot  use 
sprite  number  7,  since  that  is  the 
one  used  by  the  machine  lan- 
guage routine  for  the  pointer. 

•  The  BASIC  program  cannot  store 
anything  in  locations  704-766, 
except  to  change  the  appearance 
of  the  pointer. 

•  Anything  that  is  stored  in  loca- 
rions  52992-53232  will  affect  the 
machine  language  routine  al- 
ready there  and  probably  result  in 
a  crash. 

•  If  your  BASIC  program  uses 
WAIT  56320,16,16  to  test  for  the 
fire  button,  you  won't  be  able  to 
use  the  RUN /STOP  key  during 
that  wait. 

Pointer  works  by  wedging  it- 
self into  the  computer's  hardware 
interrupt.  The  hardware  interrupt  is 
that  part  of  the  operating  system 
that  performs  various  house- 
keeping functions  60  times  per  sec- 
ond. By  changing  the  interrupt 
vector  (locations  788-789)  to  point 
at  the  new  routine,  the  computer 
reads  the  joystick  and  moves  the 
pointer  accordingly  every  1/60  sec- 
ond, regardless  of  what  else  is  going 
on.  This  gives  BASIC  programmers 
more  memory  to  work  with,  since 
they  no  longer  need  to  include  rou- 
tines in  their  programs  to  read  the 
joystick,  check  to  see  if  the  sprite  has 
gone  off  the  screen,  and  so  on. 
Pointer,  running  in  the  background, 
takes  care  of  all  these  details. 

Set'  program  listiiij^s  on  page  74.    W 


Graphics 
Wedge 

Phillip  A.  Gilley 

Viezv  any  hi-res  picture  on  your  screen  with  this  poiverful 
machine  language  graphics  utility  for  the  Commodore  64.  Six 
different  formats  are  supported. 


One  of  the  most  impressive  features 
of  the  Commodore  64  is  its  bit- 
mapped graphics.  Beautiful  pictures 
can  be  created  with  a  variety  of 
graphics  programs,  including  DOO- 
DLE!, KoalaPainter,  and  Cadpak. 

Unfortunately,  it  can  be  diffi- 
cult to  display  the  pictures  you've 
made.  To  display  a  picture  file  cre- 
ated with  KoalaPainter,  for  instance, 
you  must  !oad  and  run  the  Koala- 
Painter program  and  then  load  the 
picture.  From  within  KoalaPainter, 
you  can  load  only  KoalaPainter  pic- 
tures. To  load  a  picture  of  another 
format,  you  must  leave  Koala- 
Painter and  run  the  appropriate 
program.  "Graphics  Wedge"  is  the 
solution  to  this  problem. 

Graphics  Wedge  is  a  short  ma- 
chine language  program  that  allows 
you  to  view  picture  files  quickly 
and  easily — even  pictures  created 
by  different  graphics  programs. 
Graphics  Wedge  can  display  files 
created  with  Blazing  Paddles,  Cadpak, 
DOODLE!,  KoalaPainter,  Micro  Illus- 
trator, and  the  Screen  Magik  area  of 
The  Print  Siwp — the  only  time  youTl 
need  to  load  a  graphics  program  is 
when  you  draw  your  pictures, 

Graphics  Wedge  is  especially 
handy  for  those  who  have  many 
public  domain  pictures,  but  don't 
have  the  graphics  programs  needed 
to  display  them. 

Getting  Started 

Since  Graphics  Wedge  is  written  in 
machine  language,  you'll  need  to 
enter  it  with  the  "MLX"  machine 
language  entry  program  found  else- 
where in  this  issue.  When  you  run 
MLX,  you'll  be  asked  for  the  start- 
ing and  ending  addresses  of  the 


data  you'll  be  entering.  For  Graphics 
Wedge,  use  the  following  values; 

starting  address;     0801 
Ending  address:      0B28 

Follow  the  MLX  instructions 
carefully,  and  be  sure  to  save  a  copy 
of  the  Graphics  Wedge  data  before 
you  leave  MLX. 

Easy  Display 

To  use  Graphics  Wedge,  load  and 
run  it  just  like  a  BASIC  program. 
Graphics  Wedge  places  itself  in  a 
safe  area  of  memory  and  returns 
you  to  the  RCADY  prompt. 

Viewing  picture  files  is  easy. 
First,  type  LOAD  "filename", 8,1 
{tape  users  should  type  LOAD 
"filename", 1,1).  The  picture  loads 
into  memory.  Now  type  a  period 
and  press  RETURN.  You'll  see  a  list 
of  the  file  formats  that  Graphics 
Wedge  supports.  Press  the  letter 
that  corresponds  to  the  format  of 
the  picture.  The  picture  will  appear 
on  the  screen. 

While  the  picture  is  being  dis- 
played, you  can  change  the  border 
and  background  color.  The  fl  and 
f2  keys  cycle  through  the  border 
colors  {fl  cycles  forward;  f2  cycles 
backward).  The  f3  and  f4  keys  cycle 
through  the  background  colors. 
(Note:  Changing  the  background 
color  while  in  multicolor  mode  can 
produce  strange  results.)  When  you 
are  finished  viewing  the  picture, 
press  a  key. 

You  can  now  load  and  display 
another  file.  If  you're  not  sure  what 
format  a  picture  is  in,  try  one.  If  it 
fails,  load  the  picture  again  and  try 
another  format. 
See  program  listing  on  page  77.       Q 


54     COMPUTErs  Gazette     June  ISBfl 


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^mm\ 


Editing  characters  is  f dsv  i''i''i  '''is  poii>erfitl,  feature-packed  program. 

Excelfont  80 

Super  Character  Editor  for  the  128 

Dathung  Do 


With  this  well-designed  and  powerful  uiiUty,  you  can  easily 
create  your  own  custom  80-columu  character  sets  for  the  12S, 
using  an  amazing  maximum  of  15  pnxel  rows  for  each  character. 
An  80-colu7nn  monitor  and  disk  drive  are  required. 


The  Commodore  128's  80-column 
video  is  a  remarkable  improvement 
over  the  64's  40-coIumn  display, 
but  unfortunately,  the  80-co!umn 
screen  doesn't  have  its  own  charac- 
ter set — it  borrows  the  64's.  The 
64's  characters,  though  fine  in  40 
columns,  don't  do  justice  to  the 
128's  80-column  resolution,  "Excel- 
font 80"  solves  this  problem  by  al- 
lowing you  to  creatively  design  any 
number  of  attractive  character  sets 
to  suit  your  preferences. 

One  special  feature  of  Excel- 
font 80  is  that  it  allows  j'ou  to  edit 
the  full  15  rows  of  the  80-column 
set.  Imagine  a  large  15-row  charac- 
ter set  for  titling  and  a  smaller  one 
for  normal  text.  With  Excelfont  80, 
you  can  create  just  the  right  look  for 
any  program  on  which  you're 
working.  Although  Excelfont  80  is 
partially  written  in  machine  lan- 
guage, you  don't  need  to  know  ma- 
chine language  in  order  to  use  it, 

56    COMPUTE!  $  Gazette     June  1988 


Gettirig  Started 

Excelfont  consists  of  six  programs. 
Three  of  these  programs  are  written 
in  BASIC,  and  three  in  machine 
language.  Program  1,  EXCEL. LDR, 
loads  the  other  programs  into  mem- 
ory and  sets  up  the  screen.  Since 
Program  1  is  written  in  BASIC,  sim- 
ply type  it  in  and  save  a  copy  to  disk 
with  the  name  EXCEL.LDR. 

Program  2  does  most  of  the 
work,  scanning  the  keyboard  and 
calling  the  correct  machine  language 
routines.  Program  2  is  written  in 
BASIC,  so  type  it  in  and  save  a  copy 
to  disk  with  the  filename  EXCEL 
.BAS. 

Program  3  is  the  main  machine 
language  program,  the  one  that  actu- 
ally manipulates  characters  and  ac- 
cesses the  80-column  video  chip. 
Enter  this  program  with  "128  MLX," 
the  machine  language  entry  program 
found  elsewhere  in  this  issue.  When 


you  run  128  MLX,  you'll  be  asked  for 
the  starting  and  ending  addresses  of 
the  data  you're  entering.  For  Pro- 
gram 3,  use  the  following: 

starting  address:     OCOO 
Ending  address:      OFCF 

When  you've  finished  entering 
the  Program  3  data,  save  it  with  the 
filename  EXCEL.OBJ.  Be  sure  to  use 
this  name,  because  Program  1  looks 
for  a  file  with  this  name  on  disk. 

Program  4  is  also  a  machine 
language  program,  so  again,  use 
128  MLX  to  enter  it.  Respond  to  the 
prompts  with  the  values  indicated: 

starting  address:     1300 
Ending  address:       135F 

When  you've  finished  entering 
the  Program  4  data,  save  it  with  the 
filename  EXCEL.OBJ  1.  It's  impor- 
tant that  you  use  the  name  EXCEL 
.OBJl,  because  this  is  the  filename 
that  Program  1  uses  to  load  this  file. 

Program  5  is  a  BASIC  program 
that  merges  the  two  character  sets 
into  one.  Simply  type  it  in  and  save 
a  copy  to  disk  with  the  filename 

exceLutl, 

Program  6  is  a  machine  lan- 
guage program  that  enables  you  to 


load  and  install  a  character  set  for  use 
in  your  own  programs.  Use  128  MLX 
to  type  in  this  program.  When  you 
run  128  MLX,  you'll  be  asked  for  the 
beginning  and  ending  addresses  of 
the  data  you're  entering.  Tlie  values 
for  Program  6  are  as  follows: 

Starting  address:     OCOO 
Ending  address:      0C2F 

When  you've  finished  entering  the 
data,  be  sure  to  save  a  copy  with  the 
filename  EXCEL.0BJ2.  Be  sure  to 
save  the  data  with  this  filename  be- 
cause this  is  the  name  Program  5 
will  expect. 

Up  and  Running 

In  order  for  Excelfont  80  to  work, 
all  six  files  must  be  on  the  same  disk 
in  the  disk  drive,  and  your  128  must 
be  in  80-column  mode.  When  every- 
thing is  set,  type 
RUN"EXCEL.LDR" 

followed  by  RETURN,  to  run  the 
program. 

This  program  loads  the  other 
three  programs  into  memory  and 
executes  Program  2,  EXCEL. BAS. 
(The  last  two  programs.  Programs  5 
and  6,  are  used  separately.)  On  the 
main  screen  you'll  see  a  character- 
editing  window  with  an  enlarged 
version  of  the  character  currently 
being  edited,  a  window  that  dis- 
plays the  entire  character  set,  a  help 
window,  a  status  window,  and  a 
prompt  window. 

When  you  first  start  the  pro- 
gram, you'll  be  asked  whether  you 
want  to  edit  the  uppercase/graphics 
(character  set  0)  or  the  lower-/upper- 
case  character  set  (character  set  1). 
Excelfont  80  allows  you  to  edit  one 
character  set  at  a  time.  Later,  the 
two  separate  character  sets  can  be 
merged  into  one.  The  second 
prompt  asks  for  the  number  of 
character  rows  you'll  be  using  for 
the  character.  This  question  affects 
the  number  of  rows  that  are  re- 
versed, mirrored,  or  flipped  when 
the  appropriate  options — to  be  dis- 
cussed later — are  selected. 

You'll  notice  that  there  are  two 
cursors  on  the  screen;  One  is  in  the 
character-editing  window,  and  the 
other  one  is  in  the  character-selecting 
window.  To  move  the  cursor  in  the 
character-editing  window,  use  a 
joystick  in  port  2.  To  move  the  cur- 
sor in  the  character-selecting  win- 
dow, use  the  cursor  keys.  When 
you  press  the  fire  button,  the  corre- 


sponding pixel  under  the  cursor  is 
set  or  cleared,  depending  on  its  pre- 
vious state:  If  it  was  set,  then  it  will 
be  cleared,  and  vice  versa.  To  con- 
tinuously set  or  clear  pixels,  hold 
down  the  fire  button  and  move  the 
cursor  around.  You'll  notice  that 
the  corresponding  character  in  the 
character-selecting  window  is  al- 
tered with  each  change  you  make  to 
the  expanded  character  in  the 
character-editing  window.  When 
you  move  the  character-selecting 
cursor,  the  pattern  in  the  character- 
editing  window  changes  to  the 
character  that  is  under  the  cursor  in 
the  selecting  window. 

Editing  Characters 

Excelfont  has  several  features  that 
allow  you  to  edit  and  manipulate  the 
character  in  the  editing  window  or 
even  the  whole  character  set.  Here's 
a  brief  description  of  each  one. 

HELP.  Pressing  this  key  dis- 
plays a  Help  menu  in  the  Help  win- 
dow. Press  HELP  again  to  see  the 
next  Help  menu.  There  are  a  total  of 
three  of  them,  so  pressing  HELP 
three  times  returns  you  to  the  first 
menu. 

R.  Rotates  your  character  clock- 
wise. This  feature  only  rotates  the 
upper  8X8  grid,  it  will  operate  re- 
gardless of  the  number  of  character 
rows.  This  feature  is  handy  if,  for 
example,  you  want  to  make  a  ship 
point  in  a  different  direction,  or  if 
you  want  to  create  a  sideways  char- 
acter set.  If  you  want  to  rotate  the 
bottom  8X8  grid,  just  scroll  the 
character  eight  times  vertically  to 
move  the  bottom  eight  rows  to  the 
top,  rotate  the  character,  and  then 
scroll  it  back  so  that  the  character  is 
back  where  it  started,  except  for  the 
rotated  bottom  rows. 

SHIFT-R.  This  command  is 
like  R,  but  it  rotates  your  character 
counterclockwise  instead  of 
clockwise. 

CONTROL-9,  Reverses  the 
character.  All  pixels  that  have  been 
set  are  cleared  and  all  cleared  pixels 
are  set.  If  you  press  this  twice, 
you'll  have  the  same  character  you 
started  with, 

F.  Flips  the  character  vertically. 
This  is  the  same  as  pressing  R  twice, 
but  it  saves  a  keystroke. 

M,  This  command  mirrors 
your  character  horizontally.  This 
feature  allows  you  to  make  mir- 
rored character  sets.  Pressing  this 


key  twice  returns  to  the  character 
with  which  you  started. 

SHIFT-CLEAR/HOME. 
Clears  the  character  so  you  can  be- 
gin afresh.  Be  careful  with  this  op- 
tion, however;  you  may  have  to 
edit  the  whole  character  over  if  you 
press  this  accidentally. 

N.  Restores  the  ROM  character 
image.  If  you've  made  a  mistake 
trying  to  enhance  a  ROM  character, 
press  this  to  get  it  back.  Please  note 
that  this  restores  the  ROM  charac- 
ter, not  your  previous  character. 

E.  Pressing  this  key  enlarges 
(or  expands)  the  character  vertical- 
ly. This  feature  is  particularly  useful 
if  you're  making  a  15-row  character 
set.  It  makes  two  rows  for  every  one 
row  that  was  in  the  original  pattern. 
Be  careful  not  to  press  this  twice, 
because  it  will  ruin  your  character, 
leaving  you  no  way  to  get  it  back. 
This  feature  destroys  the  last  eight 
rows  of  the  original  character. 

C.  This  command  is  the  oppo- 
site of  E,  above.  It  shrinks  the  char- 
acter. If  you  press  E  and  then  this 
key,  you'll  have  your  original  char- 
acter pattern, 

Commodore-9.  Copies  the  first 
two  rows,  reverses  them,  and  then 
writes  them  to  the  bottom  two  rows, 
effectively  making  a  reverse  charac- 
ter set  for  your  new  character  set. 
This  feature  can  be  quite  a  timesaver, 

T.  Use  this  command  to  try 
your  new  character  set.  If  you  speci- 
fied any  number  of  character  rows 
except  8  or  16,  you'll  be  prompted 
to  enter  the  number  of  displayed 
character  rows,  8  or  16.  You're 
asked  this  because  Excelfont  can 
only  display  either  an  8-  or  a  16- 
row  character  set.  After  you've  an- 
swered the  prompt,  the  main  screen 
is  replaced  by  a  nearly  blank  one. 
You  can  type  and  try  out  your  font 
as  much  as  you  wish.  Press  the  ALT 
key  to  return  to  the  main  screen. 

O.  Stashes  your  character  in  a 
buffer  so  you  can  recall  it  later.  If 
you're  about  to  make  a  big  change 
in  your  character,  stash  it  here  first 
in  case  you  make  a  mistake, 

SHIFT-O.  Recalls  the  charac- 
ter from  the  buffer.  If  you  press  this 
key  before  you've  saved  something 
to  the  buffer  with  the  above  feature, 
you'll  get  a  random  pattern. 

SHIFT-N,  Restores  the  ROM 
character  set.  Please  note  that  this 
will  erase  your  whole  character  set, 
replacing  it  with  the  one  in  ROM. 

COMPUTEIs  Gazette    June  1988    57 


You'll  be  asked  if  you  really  want  to 
do  this  before  the  ROM  character 
set  is  restored. 

Q.  Allows  you  to  quit  the  char- 
acter set  and  edit  another  one, 

HOME.  Homes  the  editing 
cursor  to  the  top  of  the  character- 
editing  window. 

Cursor  keys.  Allow  you  to 
move  the  character-selecting  cursor. 

Joystick  (in  port  2).  Allows 
you  to  move  the  editing  cursor. 

Joystick  fire  button.  Sets  or 
clears  pixels  in  the  editing  window. 

Y.  Scrolls  up  in  the  cursor's 
column. 

G,  Scrolls  left  in  the  cursor's 
column. 

H.  Scrolls  right  in  the  cursor's 
column. 

B,  Scrolls  down  in  the  cursor's 
column. 

8.  Scrolls  the  whole  character 


up. 
left. 


4.  Scrolls  the  whole  character 


6.  Scrolls  the  whole  character 
right. 

2.  Scrolls  the  whole  character 
down.  Scrolling  affects  the  entire 
column  or  row.  The  number  of 
rows  it  affects  will  always  be  either 
8  or  16. 

D.  Displays  the  disk  directory. 

S.  Saves  the  character  set.  Note 
that  the  character  set  is  saved  with  a 
starting  address  of  8192  and  an 
ending  address  of  12288.  You  can 
merge  character  sets  after  they  have 
been  saved  by  using  EXCEL. (JTL, 
Program  5. 

L.  Loads  a  saved  character  set. 
The  loaded  character  set  must  have 
been  created  and  saved  from  Excel- 
font  in  order  for  it  to  load  correctly. 
When  you  load  a  character  set,  the 
one  that  was  in  memory  will  be  re- 
placed by  the  new  one,  so  save  the 
old  one  if  you'll  need  it  later.  If  you 
attempt  to  load  a  character  set  cre- 
ated with  another  character  editor, 
the  results  are  unpredictable. 

@.  Allows  you  to  enter  a  DOS 
command  through  the  command 
channel.  See  your  disk  drive  man- 
ual for  more  information.  It's  possi- 
ble to  scratch  and  rename  files,  and 
format,  initialize,  and  validate  disks 
with  this  option, 

W,  This  command  toggles 
wrapping  on  the  scrolling  features. 

P.  Toggles  between  whole  and 
part  rows.  If  you're  in  whole  mode, 
mirroring,  reversing,  or  flipping  af- 

58    COMPUTErs  Gazette    June  1988 


fects  the  character  up  to  the  row 
that  you  entered  as  the  maximum 
number  of  displayed  character  rows 
(specified  when  you  first  ran  the 
program).  If  you're  in  part  mode, 
the  mirroring,  reversing,  and  flip- 
ping only  affect  the  rows  from  the 
top  of  the  character  to  the  row  that 
the  cursor  is  on. 

Program  Notes 

Excelfont's  machine  language  rou- 
tines do  most  of  the  program's 
work,  such  as  manipulating  charac- 
ters, accessing  the  80-column  video 
chip,  and  moving  memory.  The 
BASIC  program  is  essentially  a 
shell.  It  reads  the  keyboard,  calls 
the  appropriate  routines,  prints  the 
screen,  loads  and  saves  files,  and 
performs  screen  tricks  with  the  help 
of  the  ML  program. 

You  may  be  interested  in  the 
way  the  program  manages  to  make 
the  screen  fade  in  and  fade  out.  This 
effect  is  created  by  decrementing 
(to  fade  out)  or  incrementing  (to 
fade  in)  VDC  registers  22  and  23, 
To  change  a  register,  use  the  fol- 
lowing command  in  bank  15: 
S\S  S16Si,vatiii;registen!Umber 

Register  22  controls  a  charac- 
ter's horizontal  size.  Bits  0-3  con- 
trol how  many  horizontal  pixels  of 
a  character  are  displayed.  This  af- 
fects all  the  characters  on  the 
screen,  so  by  decrementing  this  val- 
ue slowly,  you  can  make  the  screen 
fade  out.  By  incrementing  the  regis- 
ter after  you've  changed  the  screen, 
you  create  a  fade-in  effect. 

Register  23  controls  the  charac- 
ter's vertical  size.  The  fading  effect 
that  you  want  determines  which 
register  to  change.  If  you  want  char- 
acters to  slowly  disappear  by  losing 
columns,  use  register  22.  If  you 
want  them  to  fade  in  or  out  vertical- 
ly, use  register  23. 

The  curtain  effects  are  created 
by  incrementing  or  decrementing 
register  34  or  35.  Register  34  con- 
trols the  left-most  blanked  column; 
register  35,  the  right-most  blanked 
column.  The  left-most  visible  col- 
umn on  many  monitors  is  0,  and 
the  right-most  column  is  96.  You 
may  have  noticed  that  there  are 
three  different  curtain  effects  you 
can  create.  A  curtain  can  move  from 
the  left  side  of  the  screen  to  the 
right,  or  vice  versa;  or  a  curtain  can 
come  in  from  both  sides  to  meet  in 


the  center.  You  don't  have  to  use  a 
curtain  effect;  you  can  blank  out  the 
screen  while  you're  setting  up  an- 
other one  so  that  it  will  pop  into 
view.  Note  that  when  you  blank  a 
screen  or  column,  it  turns  black  be- 
cause the  electron  gun  in  your  mon- 
itor is  turned  off. 

Installing  a  Character  Set 

To  use  a  character  set  in  your  pro- 
gram, you  need  Programs  5  and  6, 
EXCEL. UTL  and  EXCEL. 0Bj2, 
respectively. 

If  you  plan  to  use  just  one  char- 
acter set,  decide  which  one — that 
is,  either  uppercase/graphics  or 
lowercase/uppercase.  If  you  want 
the  leftover  character  set  to  be  the 
default  ROM  character  set,  boot  up 
Excelfont  and  select  which  ROM 
character  set  you  want  to  use  and 
save  it  to  disk.  Then  follow  the  in- 
structions below  as  if  you  were 
using  two  character  sets.  If  you 
want  to  use  only  one,  saving  disk 
space  and  loading  time,  have  your 
program  allocate  graphics  memory, 
becau.se  that's  where  the  character 
set  will  be  temporarily  stored.  Then 
BLOAD  the  character  set  into  mem- 
ory at  address  8192.  After  this, 
BLOAD  Program  6  into  memory  and 
SYS  3072.  Your  character  set  is  in- 
stalled. You  can  automate  this  pro- 
cess by  adding  the  following  line  to 
the  beginning  of  your  program: 

10  BLOAD"EXCEL,OB]2":GRAPHICS 
l,l:BLOAD  "YOUR  CHARACTER 
SET  FILENAME":SYS  3072; 
GRAPHICS  CLR 

If  you  plan  to  use  two  character 
sets,  merge  them  with  Program  5; 
then  use  the  BASIC  line  above  at 
the  beginning  of  your  program  to 
install  the  character  set.  Please 
note,  if  vou  reset  the  computer,  or 
press  RLfNySTOP-RESTORE.  the 
character  set  will  be  erased.  If  you 
want  the  default  ROM  character  set 
back,  just  SYS  65378,  but  be  sure 
that  you're  in  BANK  15. 

Excelfont  allows  you  to  utilize 
as  many  as  15  rows  for  each  charac- 
ter set.  To  use  these  large  characters 
in  your  program,  incorporate  the 
following  line  in  your  program: 

too  WR-52684:BANK  15;FAST:SYS 
VVR,K';,4;SYS  WR,6,5:SYS  VVR,]2,6: 
SYS  VVR,15,7:SYS  VVR,15,9:SYS 
WR,  16,23: WINDOW  0,0,79,12 

See  program  listings  ou  page  72,     ® 


Eight  Thousand  Dragons 


Paul  Carlson 


Fractal  graphics  invade  your  home  with  this  short  but  stunning 
graphics  program.  "Eight  Thousand  Dragons"  is  the  fastest 
fractal  program  you  can  find  for  your  Commodore  64. 


In  the  last  few  years,  the  word  frac- 
tal has  nearly  become  a  household 
word  with  personal  computer  us- 
ers, A  fractal  is  a  curve  or  surface 
which  has  a  fractional  dimension. 
While  fractals  are  very  important  to 
mathematicians,  most  people  ap- 
preciate fractals  because  of  the 
spectacular  graphic  effects  they 
make  possible.  For  instance,  the 
Star  Trek  11  "Genesis"  sequence 
was  fractal-generated. 

"Eight  Thousand  Dragons" 
lets  you  view  fractal  "dragons,"  one 
by  one,  on  your  64's  hi-res  screen. 
More  than  eight  thousand  dragons 
are  possible. 

Typing  It  In 

Eight  Thousand  Dragons  is  a  very 
short  program — just  over  400 
bytes,  in  fact.  Since  it's  written  in 
machine  language,  type  it  in  with 
"MLX,"  the  machine  language  en- 
try program  found  elsewhere  in  this 
issue.  When  MLX  asks  you  for  a 
starting  and  ending  address,  re- 
spond with  the  values  indicated: 

Starting  address:     0801 
Ending  address:       0998 

Enter  the  data  for  Eight  Thousand 
Dragons.  When  you've  finished,  be 
sure  to  save  a  copy  to  tape  or  disk. 
Although  Eight  Thousand 
Dragons  is  written  entirely  in  ma- 
chine language  for  speed  (each 
dragon  is  drawn  in  less  than  10  sec- 
onds), the  program  loads  and  runs 


Three  examples  of  the  beautiful  fractals 
that  are  automatically  created  by  "Eiglit 
Thousami  Dragons." 


just  like  a  BASIC  program.  To  start 
the  program,  type  LOAD  "DRAG- 
ON5",8  (for  disk)  or  LDAD"DRAG- 
ONS",l  (for  tape).  Use  the  filename 
you  specified  when  you  saved  the 
program  from  within  MLX,  After 
the  program  has  loaded,  type  RUN. 

The  first  fractal  you'll  see  is  the 
classic  fractal  dragon.  Press  a  key  to 
see  the  next  dragon.  After  the  first, 
the  parameters  for  the  dragons  are 
generated  randomly,  and  more  than 
eight  thousand  different  screens  are 
possible.  Press  Q  at  any  time  to  quit. 

The  Fire-Breathing  Engine 

To  achieve  the  speed  of  Eight  Thou- 
sand Dragons,  1  used  a  technique  I 
call  incremental  bitmap  addreBsing. 
The  complete  calculation  for  the  bit- 
map address  is  done  only  for  the 
first  point  plotted.  For  successive 
plots,  only  the  change  in  bitmap  ad- 
dress is  computed.  This  is  a  fast  and 
easy  calculation  with  dragon  curves 
because  each  point  is  immediately 
adjacent  to  the  previous  one. 

The  program  is  also  self-modi- 
fying, which  means  that  it  changes 
itself  as  it  runs. 

As  listed,  the  program  plots  or- 
ange dragons  on  a  black  back- 
ground. If  you'd  like  different 
colors,  load  the  program,  then  type 
the  following  lines; 

POKE  244Z,background  color  number 
POKE  2443,forcground  color  number 
RUN 

The  color  numbers  correspond 
to  those  listed  in  the  user's  guide 
that  came  with  your  64. 

See  program  listing  on  page  72.      « 

COMPUTSrs  GazettB     Jung  198B     59 


My  Dear  Aunt  Sally 


Larry  Cotton 

Over  the  last  couple  of  months 
we've  written  a  four-function  math 
program  to  see  how  RND  works.  In 
the  process,  I  hope  you've  also  dis- 
covered more  about  the  BASIC  lan- 
guage itself. 

In  order  to  concentrate  on 
RND,  I  deliberately  glossed  over 
the  math  programming.  This 
month,  we'll  take  a  closer  look  at 
computer  math. 

The  Old  Days 

In  the  mid-seventies,  I  bought  an 
exciting  machine — ^a  calculator  the 
size  of  two  videocassettes  which 
could  instandy  do  calculations  that 
machines  a  year  earlier  had  taken 
several  noisy  minutes  to  do.  It  was 
made  by  APF  (who,  incidentally, 
later  made  an  early  persona!  com- 
puter called  The  Imagination  Ma- 
chine). This  $80  wonder  could  do 
only  four  things — add,  subtract, 
multiply,  and  divide. 

For  several  years,  calculators 
that  did  more  than  that  cost  as  much 
as  a  Commodore  64  does  now. 
Things  have  changed;  we  now  have 
wonderful  computing  machines 
which  can  do  complex  mathematical 
equations  in  less  time  than  in  takes 
to  press  and  release  a  key. 

All  BASIC  math  operations, 
simple  or  complex,  can  be  accom- 
plished in  both  BASIC  modes — im- 
mediate  and  program.  In  the 
immediate  mode,  the  computer 
works  just  a  like  a  calculator  except 
that  we  must  type  the  word  PRINT 
(or  use  a  question  mark)  before  the 
expression  and  press  the  RETURN 
key  after  it.  Here's  an  example: 

74  +  5 

If  you  type  this  and  press  RE- 
TURN, you'll  see  the  number  9  dis- 
played. This  also  works  with  the 
other  three  simple  math  functions: 

PRINT  18-9 
PRINT  3  •  3 
PRINT  18/2 

60    COMPurers  Qamie    June  1988 


The  asterisk  means  multiply 
and  the  slash  means  divide.  The  an- 
swer to  all  these  problems,  is,  of 
course,  9,  Here  are  the  same  prob- 
lems in  program  mode: 

10  PRINT  4  +  5 
20  PRINT  18-9 
30  PRINT  3*3 
40  PRINT  18/2 

If  you  enter  this  and  run  it, 
you'll  see  four  9's.  The  computer 
performs  its  calculations  and  prints 
only  the  answers — not  the  problems. 

But  suppose  you  did  want  to 
see  the  problems  on  the  screen  as 
well  as  the  answers.  The  way  to  do 
this  is  simple:  Put  the  problems 
(along  with  the  equals  sign)  inside 
quotation  marks.  The  computer 
prints  whatever's  inside  quotation 
marks, 

10  PRINT  "4  +  5  -"  4+5 
20  PRINT  "18  -  9  ""18-9 
30  PRINT  "3  •  3  -"  3*3 
40  PRINT  "18  /  2  -"  18/2 

All  of  this  has  been  presented 
before  in  various  ways,  so  it  should 
look  familiar.  Another  (and  proba- 
bly the  most  common)  way  to  per- 
form math  functions  is  to  use  letters 
(variables)  to  represent  numbers. 
Again,  in  the  immediate  mode: 

A  =  4:B-5:  PRINT  A  +  B 
A  =  18:B  =  9:  PRINT  A-B 
A'-3:  B  =  3:  PRINT  A'B 
A-18:  B  =  2:  PRINT  A/B 

Using  variables  is  a  powerful 
way  to  do  math,  but  before  looking 
closely  at  variables,  let's  try  a  few 
more  examples  which  use  only 
numbers. 

Adding  and  Subtracting 

Math  performed  with  computers  is 
the  same  math  done  with  calcula- 
tors, or,  for  that  matter,  with  pencil 
and  paper.  Certain  conventions 
have  been  adopted  which  are  uni- 
versal. For  instance,  in  most  prob- 
lems, the  math  operations  are 
performed  from  left  to  right.  What 
would  you  expect  the  answer  to  this 
problem  to  be? 


PRINT  10-5+4 

The  answer  is  9.  And  9  also 
would  be  the  answer  if  the  numbers 
were  rearranged: 
PRINT  4-5+10 

Adding  and  subtracting  are 
comrnitiative,  that  is,  they  can  be 
done  in  any  order.  Just  be  sure  that 
the  signs  stay  with  the  numbers.  To 
illustrate  further: 

PRINT  -5+4  +  10 

Again,  the  answer  is  9,  The 
negative  sign  stays  with  the  5, 

Multiplying  and  Dividing 

Multiplication  and  division  are  trick- 
ier. In  problems  which  contain  only 
these  two  operations,  the  computer 
will  again  do  the  math  from  left  to 
right.  Since  this  is  so,  these  two  lines 
will  not  produce  the  same  answer: 

PRINT  12/6*3 
PRINT  6/12*3 

In  the  first  line,  the  computer 
first  divides  the  12  by  6  to  get  2,  and 
then  it  multiplies  the  2  by  3  to  get  6. 
In  the  second  line  the  computer  first 
divides  the  6  by  12  (,5)  and  then 
multiplies  that  by  3  to  yield  1.5,  Di- 
vision is  nat  commutative. 

My  Dear  Aunt  Sally 

When  math  problems  include  com- 
binations of  adding,  subtracting, 
multiplying,  and  division,  we 
mustn't  forget  My  Dear  Aunt  Sally — 
a  memory  aid  which  uses  the  first 
letters  of  the  words  in  the  phrase — 
MDAS — to  help  you  remember  to 
Multiply,  Divide,  Add,  Subtract — 
in  that  order. 

Since  the  internals  of  the  com- 
puter are  already  preprogrammed 
to  think  that  way,  it's  up  to  the  pro- 
grammer to  remember  that.  Here's 
a  problem  which  demonstrates 
how  My  Dear  Aunt  Sally  goes 
about  her  work: 

PRINT  5+3*6-2 

Before  you  type  this,  try  to  guess 
what  the  answer  would  be.  Now 


type  the  line  in  and  press  RETURN. 
The  answer  is  21,  Why?  My  Dear 
Aunt  Sally  says  that  the  computer 
will  do  multiplication  and  division 
(there's  no  division  here)  to  get 
5+18  —  2  and  then  addition  and  sub- 
traction to  get  23-2  (and  finally  21). 
Don't  take  My  Dear  Aunt  Sally 
too  literally — multiplication  does 
not  take  precedence  over  division, 
nor  does  addition  take  precedence 
over  subtraction.  But  both  multipli- 
cation and  division  do  take  prece- 
dence over  either  addition  or 
subtraction.  Consider  this  example: 

PRINT  lO/S'3-l-f-Z 

In  this  case,  the  division  is  per- 
formed first,  followed  by  the  multi- 
plication, the  subtraction,  and 
finally  the  addition. 

Most  computers  and  calcula- 
tors do  math  in  this  order  without 
your  having  to  worry  about  it.  No- 
table exceptions  are  the  Hewlett 
Packard  calculators  which  use  the 
postfix  method  of  computation. 
Postfix  or  RPN  (Reverse  Polish  No- 
tation) calculators  perform  the  op- 
erations in  the  order  that  they  are 
entered.  Calculators  that  use  the  in- 
fix method  of  computation  need  a 
set  of  rules,  such  as  My  Dear  Aunt 
Sally,  to  determine  the  order  in 
which  to  perform  the  calculations. 
Calculators  that  use  the  My  Dear 
Aunt  Sally  rules  are  called  algebraic 
calculators. 

Gaining  Control 

To  cause  the  computer  to  preempt 
My  Dear  Aunt  Sally  requires  extra 
effort: 

PRINT  (5+3)'6-2 

When  parentheses  appear  in  a 
problem.  My  Dear  Aunt  Sally  qui- 
etly takes  a  back  seat.  Parentheses 
say  "Do  this  first!"  In  other  words, 
if  5  and  3  must  be  added  together 
before  being  multiplied  by  6,  we 
must  enclose  these  numbers  in  pa- 
rentheses. The  answer  to  the  above 
problem  is  46. 

The  Laws  of  Averages 

Now  let's  look  at  a  practical  use  for 
combining  math  operations — aver- 
aging. The  average  of  two  or  more 
numbers  is  calculated  by  adding  the 
numbers  together  and  then  divid- 
ing the  total  by  the  number  of  num- 
bers. Let's  say  we  want  the  average 
of  4  and  6,  Suppose  we  typed: 


PRINT  4-1-6/2 

My  Dear  Aunt  Sally  will  step  in  and 
try  to  multiply  and  divide  first. 
Finding  nothing  to  multiply,  she'll 
divide  the  6  by  the  2  to  get  3.  Then 
she'll  add  the  3  to  the  4  to  get  7. 
This  is  definitely  not  the  average  of 
4  and  6,  To  get  the  correct  answer 
you  must  use  parentheses: 

PRINT  (i+6)/Z 

Since  parentheses  take  prece- 
dence, the  numbers  4  and  6  will  be 
added  and  their  sum  divided  by  2 
(the  number  of  numbers  to  average) 
to  get  a  correct  average  of  5. 

To  carry  this  further,  let's  write 
a  simple  program  that  averages  a 
series  of  numbers  which  are  typed 
into  the  computer.  Let's  write  this 
program  in  a  logical  order  and  then 
add  the  frills. 

To  gather  user  data  requires 
the  use  of  INPUT.  Let's  start  with 
line  100  and  write  the  lower  line 
numbers  later: 

100  INPUT  "FIRST  NUMBER";A 

Here's  where  the  variables  which 
represent  numbers  come  into  play 
again.  Variables  consist  of  one  or 
two  letters  such  as  AB  or  HY,  or  a 
combination  of  one  letter  and  one 
digit,  such  as  A4  or  T6.  In  the  line 
above,  A  is  the  variable. 

When  the  user  types  a  number 
at  the  INPUT  prompt  and  presses 
RETURN,  that  number  immediate- 
ly goes  into  the  computer's  memory 
and  will  from  then  on  (at  least  in 
this  program)  be  identified  as  A. 
We've  seen  this  concept  many  times 
before.  OK,  let's  get  the  next  number; 

110  INPUT  "SECOND  NUMBER";B 

Experienced  BASIC  program- 
mers will  immediately  recognize 
that  this  is  not  the  most  efficient 
way  to  write  an  averaging  program, 
but  since  the  thrust  here  is  to  learn 
math  concepts,  we'll  continue.  The 
second  memory  space  we've  set 
aside  is  called  B.  Let's  add  a  couple 
more  lines: 

120  INPUT  'THIRD  NUMBER";C 

130  INPUT  "FOURTH  NUMBER";D 

These  four  user- input  numbers 
which  are  now  identified  as  A,  B,  C, 
and  D,  must  be  added  together  and 
their  sum  divided  by  4.  As  in  our 
previous  example,  the  letters  which 
now  represent  numbers  must  be  en- 
closed in  parentheses  so  they  will  be 
added  before  they're  divided  by  4i 


140  PRINT  "AVERAGE  IS"  (A-HB  + 
C-i-D)/4 

That's  the  core  of  the  program; 
it's  runnable.  But  let's  noaten  it  up  a 
bit  by  adding  a  lower  line  number 
to  clear  the  screen  and  move  the 
cursor  down  a  little: 
90  PRINT  "{CLR}{3  DOWN}" 

When  the  program  is  listed, 
line  90  will  automatically  place  it- 
self in  front  of  the  previously  writ- 
ten lines,  and  the  program  will,  of 
course,  run  in  line-number  order. 

You  may  want  the  lines  as 
printed  on  the  screen  to  be  separat- 
ed and  spaced  away  from  the  left 
border.  If  so,  go  back  to  each  line 
(except  the  first)  and  add  a  cursor 
down  and  a  space  just  inside  each 
first  quotation  mark,  such  as: 

100  INPUT  "{DOWN}{SPACE}FIRST 
NUMBER";A 

There  is  a  distinction  between 
your  doing  math  on  computers  and 
having  computers  do  the  math  for 
you.  The  latter  sounds  much  more 
interesting,  so  let's  all  begin  to 
think  of  it  this  way.  Next  month, 
we'll  investigate  more  ways  com- 
puters can  do  math  for  you.         V 


COMPUTEI's  Gazette  is 
looking  for  utilities, 
games,  applications 
educational  programs, 
and  tutorial  articles.  If 
you've  created  a  pro- 
gram that  you  think  other 
readers  might  enjoy  or 
find  useful,  send  it,  on 
tape  or  disk  to: 

Submissions  Reviewer 
COMPUTE!  Publications 
P.O.  Box  5406 
Greensboro,  NC  27403 

Please  enclose  an  SASE  if 
you  wish  to  have  the 
materials  returned. 
Articles  are  reviewed 
within  four  weeks  of 
submission. 


COMPUTEI's  GazBtle     June  ISBB     61 


Where  To  Locate 


Jim  Butterfield 
Contributing  Editor 

Unlike  BASIC  programmers,  ma- 
chine language  programmers  have 
to  worry  about  where  their  pro- 
grams are  placed  in  memory. 

In  this  column,  I  often  put  ma- 
chine language  demonstration  pro- 
grams at  decimal  8192  ($2000). 
This  is  an  excellent  place  for  pro- 
grams, but  since  it  is  so  universally 
used,  other  items  (programs,  vari- 
ables, arrays,  or  strings)  might  write 
over  this  part  of  memory. 

The  Cassette  Buffer 

For  quick  test  programs,  the  cas- 
sette buffer  is  ideal.  A  machine  lan- 
guage program  is  unlikely  to  be 
disturbed  in  this  area.  Memory  area 
S33C-$3E8  (decimal  828-1000)  is 
quite  safe.  The  128  is  an  excep- 
tion—the cassette  buffer  is  at 
$BOO-$BFF  (decimal  2816-3071). 

If  you  assemble  {or  POKE)  a 
program  here,  it  needs  no  special 
handling.  If  you  load  a  program 
into  this  area,  you  must  be  careful 
about  pointers.  I'll  discuss  this  in 
more  depth  later. 

Free  Space  on  the  128 

The  Commodore  64  has  a  block  of 
memory  not  used  by  the  system  at 
SCO00-$CFFF  (decimar49152- 
53247).  This  whopping  4K  area  is  a 
favorite  place  to  put  machine  lan- 
guage programs.  Feel  free  to  use  it, 
but  watch  out  for  other  utility  pro- 
grams which  like  to  nest  in  the 
same  space. 

The  Commodore  128  has  a  lot 
of  free  space  at  low  addresses.  The 
S1300-$17FF  block  can  also  be 
considered  spare.  Other  chunks  can 
be  claimed  if  you  know  your  sys- 
tem. For  example,  the  RS-232  code 
uses  the  $C00-$DFF  area.  If  you 
know  that  you  won't  be  communi- 
cating with  an  RS-232  device,  help 
yourself.  Other  areas  become  avail- 
able if  you  don't  use  sprites,  if  you 

62     COMPUTErs  GazetW     June  1988 


have  few  programmed  keys,  or  if 
you  never  use  DOS  commands 
such  as  SCRATCH  or  DLOAD.  If 
you  plan  to  load  a  machine  lan- 
guage program  to  any  of  these 
areas,  check  the  "Pointers"  section 
of  this  article. 

Asking  for  Memory 

One  way  to  get  memory  is  to  ask 
BASIC  to  give  up  some  of  its  work- 
ing space.  This  workspace  holds 
BASIC  code  and  variables,  arrays, 
and  strings.  On  the  128,  it  holds 
code  only. 

It's  best  to  do  this  before 
BASIC  starts  creating  variables; 
otherwise,  you  may  be  asking  for 
space  that's  already  in  use.  After 
such  an  allocation,  a  CLR  (clear) 
command  allows  the  BASIC  pro- 
gram to  adjust  to  its  new  space. 

Usurping  memory  space  from 
the  top  of  BASIC  is  the  least  compli- 
cated method.  Most  machines  have 
a  "top  of  BASIC"  pointer.  On  the  64, 
this  pointer  is  located  at  $37.  Move 
this  pointer  down  (then  type  CLR) 
and  BASIC  will  give  up  the  space. 

The  128  has  a  special  situation. 
Since  variables,  arrays,  and  strings 
are  kept  in  Bank  1,  you  may  help 
yourself  to  the  space  above  BASIC 
without  worrying  about  changing 
pointers.  To  simplify  programming, 
you'll  want  your  program  to  stay 
below  $4000. 

Memory  space  taken  from  the 
top  of  BASIC  gives  you  a  fairly  per- 
manent area  for  a  program.  Even  if 
you  load  other  BASIC  programs, 
you'll  keep  the  space  you  have  tak- 
en unless  you  give  it  back.  Only  a 
complete  reset  changes  everything 
back  to  its  original  state. 

Space  can  be  taken  from  the 
bottom  of  the  BASIC  area,  but  this  is 
more  complex.  There  are  sometimes 
valid  reasons  for  doing  this  on  the 
128,  but  it's  best  to  avoid  if  possible. 

If  you  plan  to  load  a  machine 
language  program  into  an  allocated 
area,  check  "Pointers,"  below. 


A  nearly  ideal  way  to  site  a  ma- 
chine language  program  is  to  tack  it 
onto  the  end  of  a  BASIC  program. 
The  two  parts— BASIC  and  ma- 
chine language — can  be  loaded  and 
saved  as  a  unit — there's  no  need  to 
worry  about  pointers. 

Here's  how  to  do  it;  After  the 
ML  program  is  placed  somewhere 
above  the  end  of  the  BASIC  pro- 
gram, move  up  the  pointer  that 
marks  the  end  of  BASIC.  On  most 
machines,  that's  the  Start-of- 
Variables  pointer  ($2D  and  $2E  on 
the  64).  On  the  128,  there's  a  spe- 
cial End-of-BASIC  pointer  at 
$1210.  Once  everything  is  in  place 
and  the  pointer  has  been  moved, 
type  CLR  and  then  save  the  pro- 
gram. From  this  point  on,  a  single 
load  brings  in  the  two  parts,  BASIC 
and  ML.  Once  the  programs  have 
been  united,  you  must  not  change 
the  BASIC  program. 

This  system  becomes  difficult 
if  the  start-of-BASIC  pointer  has 
been  changed.  The  program  will  be 
relocated  as  it  loads  (into  the  wrong 
place). 

Pointers 

If  you  load  a  machine  language 
program  using  a  BASIC  direct  com- 
mand, you'll  create  a  minor  prob- 
lem that  may  crash  your  system. 

The  LOAD  command  changes 
BASIC  pointers  around.  That's  OK 
when  you  load  a  BASIC  program; 
the  pointers  do  the  right  thing.  But 
it's  wrong  when  you  load  ML.  To 
correct  the  problem,  type  NEW  im- 
mediately following  the  LOAD  com- 
mand. If  you  have  a  128,  you  can 
type  BLOAD  instead  of  LOAD  and 
the  pointers  will  be  undisturbed. 

If  you  arrange  for  a  program  to 
load  the  machine  language  seg- 
ment, the  pointers  will  not  be  dis- 
turbed. Unless  your  computer  has  a 
BLOAD  command,  you'll  have  to 
learn  some  new  coding  tricks  to 
make  it  all  work,  but  at  least  you 
won't  need  to  worry  about  pointers. 


A  Guide  to 
Commodore 
User  Groups 

Part  2 


Mickey  McLean 


This  annual  GAZETTE  feature  provides  an  up-to-date  list  of  user  groups 
across  the  U.S.,  throughout  Canada,  and  around  the  world.  Last  month, 
Part  1  listed  user  groups  in  states  A  through  M  (Alabama-Montana). 
This  month,  our  list  includes  user  groups  in  the  remaining  states 
(Nebraska-Wyoming)  and  from  outside  the  U.S.  (including  APO 
addresses).  Groups  are  listed  in  order  according  to  zip  code. 

If  your  group  does  not  appear  in  this  list  and  you  wish  to  be 
included,  send  your  club  name,  address,  and,  if  appropriate,  your 
bulletin  board  service  telephone  number  to: 

User  Group  Update 
COMPUTE!  Publicatious 
P.O.  Box  5406 
Greensboro,  NC  27403 

Your  group  will  then  be  listed  in  our  monthly  "User  Group 
Update"  column. 

When  writing  to  a  user  group  for  information,  please  remember 
to  include  with  your  request  a  stamped,  self-addressed  envelope. 

Info-64,  P  O   Box  DC,  Pjiorson.  N|  07509 


Nl-KRASKA 


Falhfindet  Commodore  User  Group,  P.O.  Bos 

683,  Fremonl,  NH  68025 
Creiter  Omaha  Commodore  Uaers  Croup,  P.O. 

Box  241155,  Omjha.  NE  68124 
Mid-Nebraska  Users  of  Commodore  (MUC), 

1920  K.  Hu5ion  Ave,  Grand  island,  NE  68803 
Plallc  Valley  Computer  Users  Group  U'VCUG), 

1625  North  St.,  Gering,  NE  69341 


Ni;\A[l,\ 


SOG  Commodore  Ujer  Group,  c/o  Vidi'o  Tonile, 

nil  N.  Ndlis,  I..15  Vegas,  NV  89110 
Silver  State  Computer  Users  Group,  P.O.  Box 

81075,  Las  Vegas,  NV  89180 


NHVV  HAMI'SHIKF 


Manchester  Commodore  Users  Croup,  P.O.  Bos 

403,  Merrimack,  NH  03054 
Commodore  Help  And  Information  Network 

(CHAIN  Ging),  P.O.  Box   1155,  Laconia,  NH 

Q.1247 
Commodore  Ujtre  Group,  53  Page  Rd.,  Bow,  NH 

03301 
Monadnock  Users  Group  (MUG)  for  Commodore 

Owners,  135  Liberty  Lr.,  Keene,  NH  03431 


NHVV  ItK.SI^Y 


Data  Exchange — Beneficial  Users  Croup  64/128 
(DE-BUG  64/128),  213  Bums  Way,  Fanwood,  NJ 
07023 


Hillsdale  Commodore  64  Users  Club,  32  Espla- 
nade 1  Jke  Dr.,  Kilkdale,  NJ  07642 
Gold  Crown  Commodore  Club,  517  Center  PI., 

Tea  neck,  NJ  07666 
Commodore  64  Beginners  Group,  680  Leigh 

Terrace,  West  wood,  NJ  07675 
Garden  Stale  Commodore  User's  Group  Inc.,  89 

S  Ira  I  (ml  Kd.,  Tint  on  Falls,  N|  07724 
L  &  L  Commodore  64  User  Group,  1  Lon^slrect 

Rd.,  Manaiapan,  NJ  07726 
Commodore  User  Group  of  Central  New  Jersey, 

112  Old  Bridge  Hd„  Malawan,  NJ  07747 
South  Jersey  C-64  Users  Group,  507  N.  Dudley 

Ave  ,  Venlnor,  \'|  08406 
Bordentown  Area  Commodore  Users  Group, 

P.O.  BOK  381,  Bordentown,  NJ  08505 
Commodore  Computer  Colleflion  Club,  72  Pine 

Dr.,  Roosevelt,  NJ  08555 
Commodore  Users  Croup  o(  Ocean  County,  981 

Cedar  Grove  Kd.,  Turns  River,  NJ  08753 
Commodore  E,  Brunswick  Users  Group  (CE- 

HUG),  9  Kings  Kd.,  H.  Brunswick,  NJ  08816 
Somerset  Users  Group,  49  Marcy  St.,  Somerset, 

N] 08873 


NrW  Mf-XICO 


New  Mexico  Commodore  User's  Group,  P.O.  Box 

37127.  Albuquerque,  .MM  87176 
64-X,  501   Camino  Sin  Nombre,  Sania  1-e,  NM 

S750J 


Los  Alamos  Commodore  Users  Group,  4125-0 

Sycamort'  Dr.,  Los  Alamos,  NM  87544 
Taos  Area  Commodore  User's  Croup,  P.O.  Box 

5089,T,ios,  NM  87571 
The  Southern  New  Mexico  Commodore  User's 

Group,   P.O.   Box  4437,   Uni.   Park   Brch.,   Las 

Cruces,  NM  88003 


NBVV  YOKK 


Kids  Computer  .News,  2714  University  Ave.,  =1B, 

k'ingsbridge  Heights,  NY  10468-3424 
Bronx  Users  Croup  (BUG-64),  P.O.  Box  523, 

Bronx,  NY  10475 
rolklife  Terminal  Club,  Box  555-R,  Co-op  Citv 

Slaiion,  Itronx,  NY  10475 
For  Your  Computer  Orxly,  35  Delleview  Ave., 

Ossining,  NY  10562 
St.  Francis  College  Microcomputer  Users' 

Group,  Microcomputer  Center,  180  Rem  sen  St., 

Brooklyn,  NY  1 1 201 
The  Computer  Freaks,  84  Sterling  PL,  Brooklyn, 

NY  11217 
Brooklyn  Commodore  User's  Group,  1735  E. 

13th  Si.,  Apt,7N,  Brooklyn,  NY  11229-1950 
Commodore  Users  Group  of  Greater  New  York, 

190-25  VViwdhull  Ave,  Hollis,  NV  11423 
Commodore  Long  Island  Clutr,  Inc,  2949  Kox- 

bury  Rd.,  Oceanside,  NY  11572 
Elite  Commodore  Users  Croup,  151  DuBois  Ave., 

Sea  Cliff,  NY  11579 
Brentwood  64/128  Computer  Club,  Pub.   Lib., 

2nd  Ave  L  4th  S[..  Brentwood,  NY  11717 
Ml-Comm  User  Group,  26  Azalea  Rd.,  Lcvittown, 

NY  11755 
Amiga-64  User  Group,  P.O.  Box  280,  Lindenhurst, 

NY  11757 
Club  64,  174  Maple  Ave,  Patchogue,  NY  11772 
LIVICS  Commodore  Users  Group,  15  Haslings 

Dr.,  Stony  Riook.  NY  11790 
Ridge  C-64'Users  Group,  94  Ridt;e  Rd.,  Ridse.  NY 

11961 
Mohawk  Valley  Computer  User  Croup,  R.D.  #2, 

liox  177,  Jiihnstown,  NY  12095 
Tri  City  Commodore  User's  Croup  (TCCUG), 

P.O.  Bos  12742,  ,\lhany.  NY  12312-2742 
Hudson  Valley  Commodore  Club,  P.O.  Box  2190, 

Kingston,  NY  12401 
Orange  County  Commodore  Users  Group  (OC- 

CUC),  7  Cottage  Ave.,  Newburgh,  NY  12550 
Commodore  64  User  Croup  of  Orange  County, 

74  Cardinal  Dr.,  Poughkeepsie,  NY  12601 
Frontier  Computer  Users,  R.F.D.  #1,  Box  352 A, 

Chazy,  NY  12921  {BiiS*  518-846-8303) 
Malonc  Commodore  User  Group  (MALCUG),  27 

Benlley  ,\ve.,  Malone,  NY   12953  (BBS"  51B- 

483-1035) 


COMPUTE'S  Gazene     June  19B8     63 


MorrisonvilLi!  Commodore  Users  Croup,  61  V.. 

Main  St..  MtirriMnvillf,  NY  1 2962 
Oswego  Commodore  User  Group.  424  Miihjr 

Hall,  Stale  Universitv  College,  Ofiwego,  \'Y 

1.1126 
Central  New  York  Commodore  Users  Group 

(CNYCUGl.  hHS7  Peck  Kil.,  Syranisi'.  NY  UIV) 
The  Commodore  Computer  Club  of  Syracuse, 

P.O.  Box  22.i;.  Syrjciiw,  \Y  1,1221) 
Uiici  Commodore  User  Group,  ISOl  Slorrs  Avi',, 

Ulk-a.  NY  13301 
Commodore  Users  Group  of  Massena  (COMA)^  7 

Water  St.,  Massena,  .NY  1J662 
leatherstocking  Computer  User's  Club,  P.O.  Box 

1284,  Om-onta,  NY  13820 
Triple  Cities  Commodore  Sociely,  1713  Castle 

Gardens  Kd..  \'v'.U\.  .N'Y  1 38:50 
Commodore  Buffalo  User  Group  (COMBUG). 

F,0.  am  100.5,  Toiiaw.iiid,i,  NY  HlSl-1005 
The  Riinbow  [nlernationil  C-64  Users'  Group,  3 

Lvpressv\^i\'  V'illaf^o,  Nini^^ara  F^lb.  NY  14304 
The  Niagara  Fills  Commodore  Club,  240S  Wil- 
low Ave.,  Ni.igara  Falls,  NY  14305 
The  Lost  Boys  (TLB),  20  Mountain  Kise.  Fairport, 

NY  14450 
Geneva  Commodore  Users  Group.  S4  Pteasanl 

St.,  Genuv.i,  NY  14456 
Commodore  Users  Group  of  Rochester  (CU- 

GORI,  PO,  Bo\  23463.  Kochester,  NY  14692 
Finger  Lakes  Area  Komputer  Experts  (FLAKES), 

HI,  Wist  l-.ikf  UlI,,  Flammondspon,  NY  14840 


NORTH  CAROLrNA 


Foothills  User  Croup,  1012  JeiseTr.,  Mount  Airv. 

NC  27030 
SanLee  Commodore  Club.  5B22  Biuf  jay  Dr.,  San- 

fiml,  NC  27331) 
Triad  Commodore  Users  Croup,  P.O.  Box  10S33. 

Creenshoro.  NC  27404  (FiBS«  919-2flS^0372> 
Carolina  Commodore  Computer  Club,  P.O.  Box 

2664,  Kiiln);h,  NC  27602-2664 
Lincolnton  Commodore  Users  Group,  Ki.  3,  li<n 

351.  i.incolnnm.  NC  28092 
Salisbury  Compute,  Rt.  1,  Box  349B,  Salisbury, 

NC  28144 
Cleveland/Gaston  Commodore  User's  Croup 

(CGCUG).  2048  McBraviT  Springs  Rd..  Shclhv, 

NC  28150 
Wilmington  Commodore  Users  Group,  2104 

WisUTia  Dr.,  WilmiiiHion,  NC  28401 
Down  East  Commodore  Users  Croup,  P.O.  Box 

1255.  Hav.-loik,  NC  28532 
Greater  Onslow  Commodore  User  Group,  P.O. 

Biix  7171,  910  V^inrhi'ster  Rd„  Ja'-lt!ionville,  NC 

2R540 
Unifour  Commodore  Users  Group,  P.O.  Box 

9324,  Hickory,  NC  2860,3-9324 
Asheville-Buncombe  User  Group  (A-BUC),  PO, 

Box  15578   Aslii'ville    NC  28R13 


NORTH  DAKOf A 


Central  Dakota  Commodore  Club, 

1584,  Bism.irck,  NU  58502-1584 


'.O.  Box 


The  Commodore  User  Group,  Inc.  ITCUCl,  P.O. 

tiox  63,  Brice.  OH  43109 
Central  Ohio  Commodore  Users  Group,  P.O.  Box 

28229,  Columbus.  OH  43228-0229 
Marion  Ohio  Commodore  User  Group  (MO- 

CUC),  775  WolfingiT  Kd,,  Marion.  OH  43302 
South  Toledo  Commodore  Computer  Club,  r,0. 

I!»x  6086,  Toledo,  OH  43614 
Commodore  Computer  Club  of  Toledo  (CCCT), 

P.O.  Box  8909,  Tok'di).  OH  43623 
Basic  Bits  Commodore  Croup,  P.O.  Box  447,  N. 

Kidgfvilk',  OH  440,39 
.Northeast  Ohio  Commodore  User  Group,  P.O. 

Box  718.  Mentor,  OH  44061-0015 
C128  Network,  321  Kensington,  Vermilion,  OH 

44089 
Commodore  Preference  Users  Connection  (CPU 

Connection).  I'.O.  Box  42032,  BrcKik  Park,  OH 

44142 
Cuyahoga  Falls  Commodore  Club,  PO,  Box 

3025,  Cuyahoga  Falls,  OH  44223 
Akron  Area  Commodore  User  Croup  {AACUGl, 

P.O.  Box  685,  Akron,  OH  44309 
TRUMCUC,  PO.  Box  8632.  Warren,  OH  44484 
C-128/64  Amateur  Computer  Club,  r,0.  Box 

1 180,  Younj;<.1own.  Oil  44501 
Commodore  Users  Group,  2942S  Bt'ttter  Rd.,  Box 

173,  Dennisoii,  OH  44621 


Canton/Akron/Massillon  Users  Group  tCA- 

MUCi,  P.O,  Box  2423,  Norlh  Carton,  OH  44720 
Mid-Ohio  Commodore  User's  Club,  K  D  Jt2,  Box 

lOA,  Cassdl  Kd..  Butler,  OH  44822 
Commodore  Erie  Bay  Users  Croup  (CEBUC), 

P.O.  l5ox  1461,  S.-iridu5ky,  OH  44870 
Cincinnati  Commodore  Computer  Club,  Box 

450,  Owcnsville,  OH  45160 
Southwestern  Ohio  Commodore  Users  Group 

(SWOCUG),  P.O.  Box  46644,  Cincinnati,  OH 

45246 
Dayton  Area  Commodore  Users   Group  (DA- 

CUC).  2040  TurnbuH  Kd  .  Dayton.  OH  45431 
PMUG,  P.O.  Box  31744,  Davlon,  OH  45431 
Hancock  User's  Croup  IHUG),  P.O,  Box   1651, 

HindlavOH  45839-1651 


OKLAHOMA 


Commodore  User's  Croup  of  Lawton,  P.O.  Box 

3392,  1  jwlon,  OK  73502 
Commodore  Users  of  Barllesvllle,  1704  S.Osige, 

BatOesvitli',  OK  74003 
Stillwater  Computer  Society,  3124  N.  Lincoln, 

Slillwater,  OK  74075 
Tulsa  Area  Commodore  Users  Croup  (TACUG), 

PO.  Box  691842.  Tulsa,  OK  74169-1842 
Muskogee  Commodore  Users  Group  (MCUG), 

2429  Georgia,  Muskoj;L'if,  OK  74403 


OREGON 


Commodore  l:ast  County  (CEO,  2424  S.il.  Lwins 

Ave,,  Trouldale,  OR  97060-2328 
United  Stales  Commodore  Users  Croup,   P,0, 

Box  2310,  Koscburg.  OK  97470 
Caveman  Commodore  Computer  Club  ICCCO. 

5863  Lower  River  Rd.,  Grants  Pass,  OR  97526 


PENNSYLVANIA 


Beaver  County  Area  Commodore  User's  Group 
(BCACUG),  P.O.  Box  412,  New  Brighton,  PA 
15066 

A-K  64  User  Group,  1762  Fairmont  St,,  New  Ken- 
sington, PA  15068 

Bettis  Commodore  Users  Group,  592  Arbor  Lane, 
Pittsburgh,  PA  1 5236 

Pittsburgh  Commodore  Croup  (PCC),  P,0.  Box 
16126,  Green  Tree,  PA  15242 

Westmoreland  Computer  Users  Club  (Commo- 
dore Section),  P.O,  Box  3051,  Cn-cnsburg,  PA 
15601 

Butler  Commodore  64  User  Group,  P,0.  Box 
2408,  Butli-r,  PA  1601)1 

Castle  Commodore  Computer  Club,  P.O,  Box 
961,  Newcastle,  PA  16103 

Norlh  Coast  Commodore  Users  Croup  Eric,  P.O. 
Box  6117,  Uric,  PA  16512-6117 

PCUC,  C.  Khoads,  Milton  Hershev  School- 
Rid  geway,  P.O.  Box  830,  Hershev,' PA  17033- 
0830 

Blue  Juniata  Commodore  Users  Croup.  !8  Ridge 
Kd  .  l.fwiMovvn,  PA  17044 

Huntingdon  County  Hackers,  P.O.  Ittix  132,  Mill 
Cnvk,  PA  17060 

Southern  York  County  Commodore  Users 
Croup.  5E  I.ark  Circle,  York,  PA  17404 

White  Rose  Commodore  Users  Group,  760  I  ire- 
side  Rd.,  York,  PA  17404 

West  Branch  Commodore  Users  Group,  P.O.  Box 
995,  Williamspon.  PA  17703 

CenPUG  for  Commodore,  R.D.  a4.  Box  99A. 
Jfrsi^y  Shoro,  PA  1 7740 

Susquehanna  Valley  User  Group,  I'D,  Box  90, 
Hu  mm  els  Wharf,  PA  17831 

Lehigh  Valley  Commodore  User  Group.  2228 
Baker  Drivf,  Altentown.  PA  18102 

Ingcrsol  Rand  Computer  Users  Group  (IRCUG), 
R.D,  *),  Box  173,  Sayre,  PA  18840 

Lower  Bucks  Users  Group,  P.O.  Box  397,  Cro\ - 
don.  PA  1902O-O959 

Environmental  Protection  Agency  (EPA)  Com- 
modore Users  Croup,  Fdward  H,  Cohen,  1712 
Aidenn  Ijir  Rd.,  Drcsher,  PA  19025  fiVnlr:  Oprn 
IP  all  ft-deral  iiovernmetil  cinptoytei  and  Iheir 

Horsham  Amiga/64,  20 -A  Lumber  Jack  Circle, 
Horsham,  PA  19044 

Commodore  Users  Croup,  Philadelphia  Area 
Computer  Socictv,  P.O,  Box  37096,  Philadel- 
phia, PA  19111-7096 

.Main  Line  Commodore  Users  Croup  (MLCUG), 
1046  General  Allen  Lane,  West  Chester,  PA 
19382 


Worldwide  Commodore  Users  Group  (Interna- 
tional Headquarters),  P.O,  Box  337,  Blue  Bell, 
PA  19422 

Upper  BuimonI  CBM  Users  Group,  1206  Cow- 
path  Rd.,  Hatfield.  PA  19440 

Plymouth-Whltemarsh  Commodore  Users 
Group,  4029  Woodniff  Rd.,  Lafayette  Hill,  PA 
19444 

Commodore  Colony,  303  Old  Airport  Rd.,  Doug- 
lassville,  PA  19518 

Commodore  Users  of  Berks  (CUB),  810  Sledge 
Ave.,  West  Law'n,  PA  19609 


RHODE  ISLAND 


No  li^sitigs. 


SOUTH  CAROLINA 


Commodore  Computer  Club  ot  Columbia.  r.O 
Box  5691,  Columbia,  SC  29250 

BIBS,  S.P,0.  S89.  Charleston,  SC  29424 


SOUTH  DAKOTA 


Aberdeen  Commodore  Club,  115  Church  Dr,. 

Aberdeen,  SD  57401 
Port  64,  PO.  Box  119],  Rapid  Citv,  SD  57709 
{BBS=  605-348-9443) 


TENNESSEE 


CHIP,  4952,  Shihmcn  Llr.,  Antioch,  TN  37013 
Commodore  Association  of  the  Southeast 

(CASE),  PO.  Box  2745,  Clatksville.  TN  37042- 

2745 
Nashville  Commodore  User  Group,  P.O.  Box 

121282,  Nashville,  TN  37212  (HBS=  615-833- 

8642) 
Commodore  Computer  Club,  P.O.  Box  96,  Hstill 

Springs,  TN  37330 
Howard  S,  Bacon,  KC4C1Q,  213  Holiv  Ave,,  South 

Pittsburg.  TN  37380-1313 
Memphis-East  Commodore  Organization 

(MECO),  6870  Sauterne  Covl>.  Memphis,  TN 

38115 
Commodore  PC-10/MS-DOS  Users  Group,  3318 

Kfyslono  Ave  .  Memphis.  TN  38128 
Raleigh-Bartlett  Hackers  CUC,  ]ames  Patrick, 

3457  Gatewood  Dr.,  Memphis,  TN  38134 
Memphis  Commodore  Users  Club,  P,0,  Box 

34095,  Bartlell,  TN  3S1 34-0095 
Old  Hickory  Commodore  Users  Group,  542  Lam- 

hiilh  Blvd',,  lai'kson.  TN  38301 


TEXAS 


i'l)  Users  of  Texas,  135  Mavlrail,  McKinnev,  T,\ 
75069 

Society  of  Computer  Owners  and  PET  Enthusi- 
asts (SCOPE).  P.O.  Box  3095,  Richardson,  TX 
75083 

128  Users  of  Dallas/Ft.  Worth.  PO.  Box  28277, 
Dallas,  TX  75228-0277  (B8S«  214-328-7261) 

Longview  Computer  Users  Group,  P,0.  Box 
9284.  Longview.  TX  75608 

Mid-Cities  Commodore  Club,  PO.  Box  1578, 
Bedford,  TX  76095 

Commodore  Languages  and  Operations  Group 
(C/LOG).  Rl,  1,  Box  158,  Croesbeck,  TX  76642 

East  Texas  Commodore  User  Group,  2200  .Mont- 
gomery Park  Blvd.,  No.  616,  Con  roe,  TX  77304 

Commodore  Houston  User  Group  (CHUG),  P.O. 
Box  6)2,  Tomball,  TX  77375  (BBSn  713-470- 
2484) 

The  Willis  Commodore  Users  Group,  8  Forest 
Trails,  Willis,  TX  77378 

Tri-County  Commodore  Users  Association  (T- 
CCUA),  557  Likeview  Circle,  Neiv  Braunlels, 
TX  78130 

Commodore  Users  of  San  Antonio,  P.O.  Box 
380732,  San  Antonio,  TX  73280 

Commodore  User  Group  of  Austin,  P.O  Box 
49138.  Austin,  T,X  78765 

Top  of  Texas  Commodore  (TOTCOM),  Box  2851, 
Pampa,  TX  79066-285 1 

Commodore  Users  of  Texas  (CUT),  7007  Mem- 
phis Ave,,  Lubbock,  TX  79413 


Cache  Valley  Commodore  Users  Croup,  315  W. 

400  S.,  Smilhfield,  UT  84335 
Moab  Commodore  User's  Group,  860  S,  Antiquity 

Ln..  Moab,  L'T  84532 
Payson  Area  Commodore  Users  Group  (PAC), 

PO.  Box  525,  Salem,  UT  84653 
Southern  Utah  Commodore  Hobbyists,  528  N, 

Blue  Sky  Dr„  Cedar  City,  UT  B4720 


64     COMPUTErs  Gazelle    Jung  19B8 


VrKMONT 


Champlaln  Valky  Commodore  Users  Group,  6 
May  fair  St.,  South  Burlington,  VT  05-103 


viRcrNrA 


Arlington  Victims  Commodore  Computer  Club, 

9206  Anuhursl  Si.,  Fairfax,  VA  22031 
Cjpitol  Arci  Commodore  Enlhusiasls  (CACi-(, 

fill7  Abbotts  I  Jill',  R-ilk  Cliurcii.  VA  221)-1li 
Washington  Area  Commodore  User  Group,  P  Q 

fkw  684,  Springhda,  VA  22150-0(SB4 
Date  Ci(y  Commodore  Users  Group,  Inc.,  PO 

Bo!c  2265,  Dale  City,  VA  22193-0265 
Fredericksburg  Commodore  Club,  P.O.  Bos 

B438,  Fredericksburg,  VA  22404-3438 
Shenandoili  Valley  Commodore  Users  Group. 

Mountain  Falls  Rte.,  Bux  77F1-,  Winchester,  VA 

22601 
The  Richmond  Area  Commodore  EnthusUsIs 

(TRACE),  2920  I'inehurst  Rd.,  Ktchmond,  VA 

23228 
South  Richmond  Commodore  User  Croup. 

11 101  Cranbetk  Ct.,  KidimonJ.  VA  23235 
Peninsula  Commodore  Users  Group,  P.O.  Box  L, 

Hampton,  VA  23666 
Portsmouth  Commodore  Users  Croup  (PCliGl, 

PO.  Box  6561,  Portsmoutli,  VA  23703 
Soulhstdc  VirginU  Commodore  Users  Group, 

315  Ijki-vicw  Ave.,  Coliini.il  Heij!hls,  VA  23834 
Commodore  Users  of  Franklin,  121)1  N,  Hif;h  St., 

I'ranklin,  VA  2385 1 
Henry  County  Commodore  Computer  Club,  Ri. 

9,  Bos  61,  Martinsville,  VA  241 12 
Lynchburg  User  Group,  Kt.  2,  Box  180,  Lvnch- 

burg,  VA  24301 


WASHINGTON 


64  E/T,  127-182  Pi  SW,  Bothell,  WA  98012 
The  Covington  Commodore  Connection,  26243 

1 72  SF,  Kent,  WA  99042 
NW  Commodore  User  Croup,  2565  Dexter  N. 

»2B3,  Seattle,  WA  98109 
PSACE,  1313  5th  Ave.  W,  Seattle,  WA  9BU9-3410 
UW  Commodore  User  Croup,  P.O.  Box  75029, 

Seattle,  WA  98125 
Arlington  Commodore  Users' Croup,  4416-lZGtb 

Place  NE.  Mar>-sville.  WA  98270 
Club  64,  6735  Tracylim  Blvd.  NVV,  Bremerton,  WA 

98310 
World  Wide  User  Group.  P.O.  Bo\  9H682,  Tacoma, 

WA  98498 
Commodore  Users  of  Grays  Harbor,  !  U I  i-ord- 

ney.  Aberdeen.  UA  98520 
Lewis  County  Commodore  Users  Group,  803 

Euclid  Way,  Centralia,  WA  98531 
Longvicw  Commodore  Users  Croup,  626  26;h 

A\i'..  Longvjeu-,  WA  98632 
North  Forty  Commodore  User  Group,  2903  Flori- 
da St.,  LonRview.  WA  98632 
Tri-City  Commodore  Computer  Club  (TC 

CUBED),  P.O.  Box  224,  Richland,  WA  99352 
Blue  Mountain  Commodore  Users.  550  S.  2nd 

Ave.,  Walla  Walb.  WA  99362-3149 


VVLST  VIRGINIA 


Bluc/ield  User  Croup  10/6i  (BUG),  P.O.  Bos 

1190,  Blueficld,  WV  24701 
Kanawha  Valley  Commodore  Computer  Club, 

P.O.  Box  252,  Duiiliar,  WV  25064 
Commodore  Home  User's  Croup  (CHUG).   81 

Lynwood  Avi-,,  Whi-elitlR.  WV  26003 
Mid-Ohio  Valley  Commodore  Club,  Inc. 

(MOVCO,  P.O.  tins  2222,  Parkersburg,  WV 

26101-2222 
Northern  West  Virginia  C-64  Club.  226  Grand 

St.,  Morgantown,  WV  26505 


WISCONSIN 


Wisconsin  Association  of  Vic/Commodorc 

Enthusiasts  (WAVE),  840  Park  M.inor  CI.,  Ce- 

darburg,  Wl  53012 
Lakeshore  Commodore  Computer  Club,  1738  N. 

27th  PI.,  SheboyK-in,  Wl  53081 
Commodore  Hobbyists  Involved  In  Personal 

Systems  tCHIPS),  PO.  Box  1006,  Wexl  Bend. 

Wl 53095 
715  Commodore  Users  Group.  1052  S.  Fork  Dr., 

River  Falls,  Wl  34022 
Kewaunee  &  Brown  County  Computer  Club  (KB 

Triple  C),  i-:4125  Krok.  Keivaunce,  Wl  54216 
COMM-BAY64,  PO.  Box   1152,  Green  Bav,  Wl 

54305 


Price  County  Computer  User  Group.  Kt.  2,  Box 

532,  Phillips,  W!  54555 
Western  Wisconsin  La  Crosse  Area  Commodore 

Users  Group,  1545  Loomis  St.,  Ij  Crosse,  Wl 

54603 
Menomonie  Area  Commodore  Users  Group,  510 

12th  Si,,  .Menomonie.  Wl  54701 
Eau  Claire  Area  CBM  64  User  Group.  1527  W. 

Mead  St.,  Hau  Claire,  Wl  54701 
Fond  du  Lac  Area  Commodore  Users  Club,  P.O. 

Biw  1432.  Fond  du  Lac,  Wl  54936-1432 


WYOMING 


Cheyenne  Association  of  Computer  Enthusiasts 
ICACE),  P.O.  Box  1733,  Cheyenne,  WY  82003 

Outside  the  U.S. 


Commodore  Computer  Users  Group  Heidelberg,  ■ 
Robert  H,  Jacquot,  P.'O.  Box  232,  Gen,  Del.,  Al'O 
NY  09102,  Tel.  06223-5614  (Wi-st  Germany) 

Stuttgart  Local  Users  Group,  c/o  Don  Rimestad, 
HHC  VII  Corps,  Box  228,  APO  NY  09107-0007 
(West  Germany) 

Commodore  Base  User's  Group  (C-BUGt,  Attn: 
Computer  Cluh  Recreation  Cenler/SSRR,  RAF 
Chicksonds,  APO  NY  09193  {Sheffotd  Beds., 
England  SG17  5PZ) 

U.S.  Naval  Station  Cuantanamo  Bay  Cuba  Com- 
puter Users  Group,  OSC  Mark  Merklinj;,  FTC 
Box  605.  I  rO  New  York,  NY  09593 


AUSTRALIA 


Commodore  Computer  Users  Group  (QLD)  Inc., 

P.O.  Box  274,  Springwood  Qid.  4127.  Brisbane. 

Australia 
Commodore  Computer  Users  Group  ITowns- 

villr),  9  Bryant  St.,  Ctanhrook,  Townsville  4814, 

QUI.,  Australia 
Commodore  User  Group  lACT),  P.O.  Btis  599. 

ttelconnen,  ACT,  Australia  2616 
Hedland  Commodore  Computer  Croup,  DaviJ 

Warren,  P.O.  Box  2551,  South  Medland  6722, 

l\'estem  Australia 
Melbourne  Commodore  Computer  Club  Inc., 

P.O.  Box  177,  Box  Hill,  Victoria  3128,  Australia 
South  Australian  Commodore  Computer  Users 

Group,  P.O  Bos  427,  North  Adelaide,  SA  5006, 

Australia 


HIILGIUM 


L'Amiral  Club  C*  64  &  Amiga,  c/o  Altiiii  Trin 
K'kr.  P.O.  EJiJK  41.  B-1090,  BnJS^^tb,  Belgium 


BRAZIL 


Brasllian  General  Computers  by  Piagesoft,  Fla- 

vio  joao  Piagenlini.  Rua  Heitor  dc  Motaes  856- 

Pacaembu,  Sao  P,iulo-SP-CepOI237-Brasil 
Commodore  Grupos  de  Usuarios,  Carlos  A.  Silva, 

Ru.i  Ccn   Koca  176,  Apt   501,  20521  Rio  de  ]a- 

neiiii  R|,  Brasil 
Commodore  Users  Croup  Porto  Alcgie.  Ferreira 

dc  Abrcii  9 1  /3,  9O040  Porto  Alegre  RS,  Brasil 
Curitiba  Commodore  Club,   R.   Ver,  Garcia  R, 

Vclho  33,  Aplo.  4 1  —Barm  Cabral,  80030  Curihba- 

PK-Brasil 


CANADA 


British  Columbii) 


Castlegar  Commodore  Computer  Club,  K.R.  1. 

Site  37,  Comp.  7,  CaslleKar,  British  Columbia. 

Canada  VIN  3H7 
Chilliwack  Commodore  Computer  Club,  P.O, 

Box  413,  Sariiis,  British  Columbia,  Canada  V2R 

1A7 
Commodore  64  Soft  Swap,  4635  210  St.,  langley, 

British  Columbia,  Canada  V3A-2L3 
C64  International  Users  Group,  1544  West  59th 

Ave,,  Vancouver,  British  Columbia,  Canada  V6P 

1Z2 
luan  de  Fuca  C64/128  Users'  Croup.  PO.  Box 

7188,  Deiint  4,  Victoria,  British  Columbia,  Canada 

V9B  4Z3 
Port  Coquitlam  Computer  Club,    1752   Kenton 

Way,  Port  CiHjuitlam,  British  Columbia,  Canada 

V3Ii  2R7 
Powell  River  Commodore  User  Group  tPRCUC), 

4858  Fernwood  Ave.,  Powell  River,  British 

Columbia,  Canada  V8A  3I.K 
Prince  George  Commodore  User's  Association 

(PGCUA),  1491.17lh  Ave,,  Prince  George,  B.C. 

Canada  V2i.  3Z2 


Universal  Commodore  Users  Group,  151 S  Mynle, 

Victoria,  British  Columbia,  Canada  VflR  2Z8 


.Manitoba 


Commodore  Concepts  Users  Croup  (CCUG),  Box 

783,  Steinbadi.  Manitoba,  Canada  ROA  2A0 


New  llrunswick 


I  he  FORCE,  P.O,  Box  2203  MPO,  Saint  John, 

New  Bninswick,  Canada  E2L  3V1 
Mo  net  on  Users  Group.  Box  2984,  STN  A,  Monc- 

ton.  New  Brunswick.  Canada  E1C8T8 


Ontiirto 


Birrie  User  Group,  P.O.  Box  22224,  Barrie,  Ontario 

Canada  I.4M  5R3 
Brampton  User's  Group  IBUG),   P.O.  Box  384. 

Brampton.  Ontario,  Can,tda  I.6V  2U 
Hamilton  Commodore  Users'  Group,  201  Millen 

Kd .  Stoney  Creek,  Ontario.  Canada  l,8E  2C6 
Midland  Commodore  Users  Croup,  c/o  \V.  H, 

McKibbon.  R.H.  «3.  Penctanv.  Ontario,  Canada 

I.OK  IPO 
Ottawa  Home  Computing  C!ub,  P.O.  Box  4164. 

Station  C.  Ottawa,  Ontario.  Canada  KlY  4P3 
Sarnii  Commodore  User  Group.  1276Giffel  Rd., 

Samia.  Ontario,  Canada  N7S  3K7 
The  Sault  Commodore  Computer  Club.  7  Chau- 

mier  PI.,  Saull  Sic.  Marie.  Ontario.  Canada  P6A 

6P3 
3-D  Commodore  64  User  Group,  c/o  Jonathan  St. 

Clair,  10  Oueen  Si..  Branchton.  Ontario,  Canada 

NOB  ILO 
Ultima  64  Computer  Club,  c/o  Centre  desjeuncs, 

20Ste.-AnneSt..  Sudbury.  Ontario,  Canada  P3C 

5N4 


Quebec 


CICN  Commodore  Group,  P.O.  Box  564,  Sepl- 

lles.  P.  Quebec.  Canada  C4R  4X7 
Club  Commodore  Champlaln.  P.O,  Box  522, 

Bt)ucher\ille,  Quebec.  Canada  J4B  6Y2 
C-64  Users  Group  of  Canada.  Snowdon,  P.O.  Box 

1205,  Montreal.  Quebec.  Canada  H3X  3Y3 

(BBS=  514-739-3446) 
L' Association  de  Micro  Informatique  de  t'Estrie 

(L'AMIE),  P.O,  Box  1627,  Sherbrooke.  Quebec. 

Canada  I1H5M4 


Yukon 


645  North  of  60,  !',0,  Box  5438,  Whitehorse, 
Yukon.  Cariada  YIA  5114 


COLOMIIIA 


Club  Commodore  Colombia,  c/o  Jorge  Bonilla. 
Avenida  Caracas  No,  52-79  Of.  401,  PO.  Box 
36621,  Bogota,  Colombia,  South  America 

ComSoft  Commodore  User  Group,  D,F.  Carde- 
nas, Apartado  Aereo  9872,  Cali,  Colombia, 
South  America 


COSTA  RICA 


Club  Commodore  de  Tthjs,  Nlirvin  Vc[,p,  P.O. 
l\o\  51*v.  hlMs,  Stin  Jose,  Co^tj  Kica 


DKNMARK 


MIDTJYDSK  Computer  Klub  (M.C.K.),  Jegstnip- 
vel  86.  8800  Viboig,  Denmark 


DOMINICAN  Rri'URLIC 


RD-C-64  Users  Group,  David  Biaverman,  Centro 
FJ,  dc  Bonao,  Ave.  Jose  Marti,  Bonao,  Domini- 

c.in  Republic 


ENGLAND 


Rolls  Rove  I-  inlL-rtiational  Computer  Users 

Ciruup.  Iiioi  [,i)ni^ix.  17  Greystoke  Drive,  Bilbor- 
ough,  Nottingliam.  Nottinghamshire.  England 
NG3  4HVV 


FINLAND 


Commodore  Micro  Amateurs,  P.O.  Box  852,  SF- 

00101  Helsinki,  Finland 
User's  Club  of  PTT,  c/o  Matti  Pohtola,  Teletutki- 

niuslaiioksen,  Mikrotielokonckerho,  Kiviaidan- 

kaiu  2  I-,  00210  Helsinki  21,  Hnland 


Commodore  Users  Croup,  c/o  S.  Ram  Gopal,  1  B, 
!9th  DMain  Rd..  Rajajinagar  First  Block.  Banga- 
lore 560  010.  India 


Commodore  64  Computer  Users  Croup  of  Rome. 

c/o  Pluthinotta   Via  di  B.  Agnese  22,  00198 
Rome.  Italy 


COMPUTErs  Gazette     June  ISBS     65 


Software  Computer  Club,  Don  N-39,  13060  Val- 
dengo  (VC)  Italy 


JAPAN 


Commodore  Fan  Club,  Koji  Sugimura,  2-1-10- 

1 107  Higjshi-Taishi  Yao  Osjka,  Japan  581 


MALAYSIA 


ConimodiitP  Users  Exchange  (CUE),  No.  I  jalan 
SS  IH/;il,  47M0  Sub.ing  My.i,  Selnngor,  Mal.iy-i.i 


MEXICO 


Bose  Commodore   Users  Group,   lie.  Oscar  1-, 

Saenz  Salinas,  Av.  I-rancisco  i.  Madero  con. 

OrientL-  3  =1001,  Cd.  Kio  Bravo,  Tjm.,  Mexico 
Club  Commodore  de  Juarez,  Calle  dd  Manantial 

■  1448.  Ciudad  Juarez,  Chihuahua,  Mexico 

32500 
Club  Commodore  del  Suresle,  Carlos  M.  Dia?, 

lis^offie.  Col.  C,  Gineres  2!;  X  H  192  A,  9707B 

Meriiii  Viicilan,  Mfxico 
Club  Ilem'Tcc  C64,  Alain  Bojmal,  Vicente 

Suar«  25,  UfilOO  Mexico,  D.F. 
Commodore  Users  of  Puerto  Vallarta,  Al'DO  86 

CP  4S300,  Puerto  Vallarla.  Jalisco,  Me.xico 
Golden  Chips  Users  Croup,  Ibsen  67  *?2,  Mexico 

D.F.,  ML'xico  1 1560 
Grupo  Commodore  del  Sucreste,  Barcazas  >^113, 

i-racc:  Jose  Cokima,  KfilOO  Villahennosa,  Tabasco, 

McJiicii 


|[[i;  NETHEKLANDS 


Comiac-Software  User  Croup,  Jarrod  Bernadina, 
Kortenaerslraat  12,  2712  KJ  Zictermeer,  The 
Netherlands 


NETHERLANDS  ANTILLES 


Commodore  ft-l  User  Croup>  Ludwin  Sutie,  Cara- 
casbjijix^eg  "94^  Curacao,  Kethcrlands  Antilk's 


NrvvzrAi.ANn 


Hokillka  Commodore  Computer  Users  Group, 
185  Seiveil  Si.,  Hokilika,  New  Z<.Mland 

N.Z.  Commodore  User's  Croup  (Wellington) 
Inc..  P.O.  Oox  2828,  Wellinglon,  Neiv  Zealand 


PAKISTAN 


Compulcr  Users  of  Takistan.  882/14,  Federal  B' 
Arett,  Karai:ht-33p  Pjkistjn 


PUERTO  ruco 


Edst  Commodare  User's  Club,  c/o  Xt^lsun  |imi' 
iKV,  MLirqiU'Zr  Inrtiliu'!;  Jikk'Hy  IaIII.  4.  Apt.  :16. 
Lis  Pii^dras,  TtUTU^  Kko 


SAUDI  AKABIA 


Commndore  Lciiguc  of  RivJdh  {CLRJ,  P.O.  Bus 

J62l«.  R-v.ulh  lUfi^,  b.uKii  At.ibia 


REPUBLIC  OF  SINCAPORb 


The  Commodore  User  Club,  Bed  ok  Central  P.O. 
Box  6^3,  Sinjjapore  9146,  Keputilic  of  Siin'apiwe 


SPAIN 


Costa  Ulanca  Computer  Club,  c/i)  l:ii  Kelly,  Mon- 
lebetki  25.  La  N'uda-Alicinlc,  Spain  03530 


SWEDEN 


Commodore-Kiubben.  Lars  Persson,  Box  1815b, 

200  32  Malmo,  Sweden 
Computer  Club  Sweden,  Hans  Engstrom,  P.O. 
Box  70-10,  S-103  S6  Slotkholm,  Sv%-edcn 


SWITZERLAND 


Computer  Anwendcr   Club.   Pu.tt.ich   2".   80-12 
Zurich,  Swit/.eiland 


WEST  GERMANY 


international  Commodore  Owners  Network 
{ICON>,  55  VVestlaller  Strasse,  Apl.  2,  6200 
IVif-'shaden,  West  Cennanv 


WEST  INDIES 


CoEnmodore  Computer  Clubn  Jim  Lynch,   PO. 
Box  318,  St.  Johns,  Antigun,  Wt-^^t  Tndips        Q 


Jericho 


Robert  Bixby 

"Jericho"  adds  a  new  twist  to  the  venerable  line  of  breakout 
games.  There  are  no  walls  here — you  have  to  keep  the  ball  on 
the  screen  no  matter  which  loay  it  bounces.  For  the  64.  Joystick 
required. 


Bad  news!  Jericho,  the  super  moth, 
has  broken  into  yotir  competitor's 
kilt  factory.  You'v^e  got  to  pitch  in 
and  help.  But  you  know  there's 
only  one  thing  to  do — keep  that 
moth  in  the  warehouse  until  he's 
eaten  every  scrap  of  cloth. 

"Jericho"  is  a  variation  of  the 
popular  breakout-style  game,  where 
you  try  to  keep  a  ball  bouncing  in- 
bounds  until  all  the  bricks  on  the 
screen  are  gone.  In  Jericho,  the  ball 
is  a  moth,  and  the  bricks  are  color- 
ful pieces  of  cloth. 

Getting  Started 

Jericho  is  written  in  machine  lan- 
guage. Type  it  in  with  "MLX,"  the 
machine  language  entry  program 
found  elsewhere  in  this  issue. 
When  MLX  prompts  you  for  start- 
ing and  ending  addresses,  respond 
with  the  following  values; 

Starting  address:     OSOl 
Ending  address:      0E78 

Enter  the  data  for  Jericho.  Be  sure  to 
save  a  copy  to  tape  or  disk  before 
exiting  MLX. 

When  you're  ready  to  play  Jeri- 
cho, load  and  run  the  program.  Al- 
though Jericho  is  written  in  machine 
language,  it  can  be  loaded,  saved, 
and  run  like  a  BASIC  program. 

First  Game 

Plug  a  joystick  into  port  2.  When 
you  type  RUN,  you'll  see  the  game's 
demo  mode,  which  is  very  much 
like  the  game  itself.  In  the  center  of 
the  screen  is  the  cloth  that  is  used  to 
make  the  kilts.  Jericho  the  moth 
flaps  around,  soaring  from  place  to 
place,  until  he  bumps  into  cloth.  He 
then  eats  a  section  and  moves  on. 


Try  to  make  the  moth  eat  as  much  of  the 
coiorful  kilt  as  possible  in  this  clever 
takeoff  on  the  classic  Breakout  game. 


Since  moths  are  so  flighty,  Jeri- 
cho is  as  likely  to  fly  right  out  the 
window  as  he  is  to  stay  in  the  build- 
ing. In  the  demo  mode,  all  four 
edges  of  the  screen  are  walled  off. 
This  keeps  Jericho  in. 

Press  the  fire  button  to  begin 
the  game.  The  walls  disappear.  You 
now  have  control  of  two  large  pad- 
dles. These  paddles  can  be  moved 
around  all  sides  of  the  screen.  Use 
them  to  bounce  Jericho  back  into 
the  kilt  factory  whenever  he  strays. 

Joystick  control  is  easy.  Press 
the  stick  forward  to  move  the  pad- 
dies clockwise  and  pull  back  to 
move  them  counterclockwise. 

Sooner  or  later,  no  matter  how 
careful  you  are,  Jericho  will  slip 
away.  Press  the  fire  button  to  bring 
him  back.  This  can  be  done  ten 
times.  When  Jericho  escapes  for  the 
final  time,  press  RETURN!  to  begin 
a  new  game. 

Your  current  score  and  number 
of  lives  are  displayed  in  the  upper 
left  corner  of  the  screen. 

See  program  listing  on  page  78.      (ffl 


66    COMPUTEI's  Gaigtte    Jutw  19B8 


3-D  Bar  Grapher 
for  the  1 28 


Jon  Atkinson 

Transform  ordinary  numbers  into  bold,  multicolored  three- 
dimensional  graphs  with  this  useful  application  for  the  128. 
You  can  keep  track  of  your  expenses,  earnings,  or  just  about 
anything  else  you  might  imagine.  A  color  monitor  is  suggested. 


Before  the  computer  age,  plotting 
graphs  was  a  time-consuming 
chore  that  had  to  be  done  by  hand. 
With  "3-D  Bar  Grapher,"  however, 
graphing  spreadsheets  is  fun  and 
easy.  Using  multicolor  and  3- 
dijnensional  charts,  3-D  Grapher 
enables  you  to  see  where  your 
money  is  going,  to  gauge  how  your 
investments  are  doing,  to  plot  as 
many  as  20  years  of  statistics  incor- 
porating as  many  as  20  different 
items,  and  much  more.  You  can 
save  graphs  to  disk,  or  by  using  a 
printer  and  a  screen  dump  program 
(such  as  The  Print  Shop  by  Brader- 
bund),  you  can  make  a  printout. 

Getting  Started 

Since  3-D  Bar  Grapher  is  written 
entirely  in  BASIC,  simply  set  your 
128  for  40  columns,  type  the  pro- 
gram in,  save  a  copy  to  disk,  and 
type  RUN.  3-D  Bar  Grapher  begins 
by  asking  you  the  first  of  several 
questions.  Pressing  RETURN  at  a 
prompt  enters  the  default  response. 
This  is  useful  if  you're  trying  the 
program  for  the  first  time,  or  if 
you're  not  sure  what  to  enter.  The 
first  two  prompts  involve  looking  at 
previously  saved  graphs.  For  now, 
choose  N  for  these  prompts.  {We'll 
discuss  saving  graphs  later  on.). 

Now  you  begin  to  input  the  ac- 
tual values  for  your  3-D  graph. 


First,  enter  the  title  of  the  graph. 
This  can  be  as  long  as  40  characters 
and  is  displayed  at  the  top  of  your 
graph.  The  next  prompt  asks  what 
you  want  displayed  at  the  sides  of 
your  graph.  This  is  called  the  value 
rcprcsetttation  and  is  a  label  for  the 
graph's  height  or  the  z  dimension. 
Common  values  are  dollars,  mil- 
lions, or  number  of  units  sold. 

Next,  3-D  Bar  Grapher  asks  for 
the  beginning  and  ending  year.  The 
year  span  must  be  in  the  range 
0-20.  For  example,  for  a  graph  for 
this  decade,  enter  80  for  the  begin- 
ning year  and  88  for  the  ending 
year.  These  values  are  displayed  on 
the  X  length  of  the  graph.  If  the 
same  year  is  chosen  for  starting  and 
ending  values,  the  computer  asks 
for  the  beginning  and  ending 
month,  a  number  in  the  range  1-12. 
The  ending  month  is  normally  cal- 
culated 12  months  ahead,  but  can 
be  changed  by  entering  the  number 
of  the  ending  month  (for  example,  8 
for  August).  Next  you're  asked  for 
the  number,  within  the  range  1-20, 
of  items  to  graph.  In  graphing  a 
home  budget,  for  example,  you 
might  have  monthly  payments  on  a 
house  or  a  car,  travel  expenses, 
medical  bills,  entertainment  ex- 
penses, and  miscellaneous,  for  a  total 
of  five  items.  These  values  are  repre- 
sented on  the  y  length  of  the  graph. 


jusl  one  example  of  tltc  colorful  3-D 
graphs  you  can  create  with  this  versatile 
program. 


The  next  two  prompts  ask  for 
the  graphing  range.  The  minimum 
and  maximum  values  are  0  and 
99,999,  respectively.  If  one  million 
or  any  other  number  greater  than 
99,999  is  needed,  all  you  have  to  do 
is  enter  the  value  as  millions  or  bil- 
lions and  use  0-100  for  the  graph- 
ing range. 

Impact  Colors 

Now  the  three  multicolors  have  to 
be  entered  using  values  in  the  range 
1-15.  The  defaults  are  15 — light 
blue,  4 — cyan,  and  7 — dark  blue. 
To  make  your  graph  more  pleasing 
to  the  eye  and  to  strengthen  the  3-D 
illusion,  three  shades  of  a  single 
color  are  recommended. 

Recommended  Color  Combinations 
shade         color  1        color  2       color  3 


blue 

IS                 4 

7 

red 

9            n 

10 

gray 

13               16 

12 

green 

14                 6 

2 

COMPUTErs  Gatetto 

June  t98B 

67 


After  the  colors  have  been  cho- 
sen, each  value  must  be  entered  at  a 
prompt.  The  total  number  of  values 
can  be  calculated  by  multiplying 
the  number  of  years  or  months  by 
the  number  of  items.  There  are  no 
default  values  for  this  part  of  the 
program.  If  you  press  RETURN 
without  entering  any  data,  the  pro- 
gram assumes  you've  entered  a  0. 
When  you've  finished  with  the  val- 
ues, item  keys  may  be  entered. 
These  are  optional,  but  they  make  a 
more  readable  and  attractive  chart. 
For  an  expense  graph,  for  example, 
you  might  have  the  following  keys' 
values:  ITEM  1  =  HOUSE,  ITEM 
2  =  CAR,  ITEM  3  =  TRAVEL,  and 
ITEM  4  =  MEDICAL.  You  can  also 
place  a  comment  in  the  key  area. 

You  can  have  a  border  drawn 
around  the  screen  after  the  graph 
has  been  completed  by  answering 
yt'S  to  the  next  prompt.  The  border 
can  give  a  printout  a  more  polished 
look.  Finally,  you're  asked  if  fast 
mode  is  to  be  turned  on.  !-ast  mode 
cuts  the  drawing  time  of  the  graph 
in  half,  but  the  screen  will  be 


blanked  during  the  process.  It's  im- 
portant to  run  the  program  in  slow 
mode  until  you're  sure  you've  elim- 
inated any  typing  errors,  because 
you  can't  see  error  messages  while 
in  fast  mode. 

Finished  Product 

Now  the  graph  will  be  drawn  on  a 
3-D  chart,  starting  with  the  ending 
year  or  month  in  the  top  corner. 
The  starling  year  or  month  is  locat- 
ed near  the  bottom  of  the  screen 
and  the  ending  year  or  month  fur- 
ther up,  near  mid-screen.  The  bar's 
length,  width,  and  height  depend 
on  the  number  of  items,  the  num- 
ber of  years  or  months,  and  the  val- 
ue of  that  particular  cell. 

After  the  graph  has  been  com- 
pletelv  plotted,  press  any  key  to  re- 
turn to  text  mode.  Here  you  have 
three  options:  Save  the  graph,  plot 
another  graph,  or  exit  to  BASIC.  If 
you  chouse  Y  to  save  the  graph, 
you're  prompted  for  the  filename  of 
the  graph.  Note  that  each  graph 
takes  a  space  of  33  blocks  on  the 
disk,  so  be  sure  to  have  enough 


room  on  a  disk  before  attempting  to 
save  anything.  After  you've  saved 
the  graph,  you  return  to  the  begin- 
ning of  the  program  to  construct 
another  graph. 

Loading  Graphs 

The  first  prompt  in  3-D  Bar 
Grapher  loads  graphs  from  disk. 
After  selecting  this  option,  you  can 
display  a  directory  before  entering  a 
filename  and  your  color  choices. 
The  graph  is  then  displayed  until 
any  key  is  pressed.  Unfortunately, 
you  can't  add  to  the  data  from  an 
old  graph.  If  you  have  a  graph  with 
expenses  from  January  to  May,  for 
example,  when  June  comes  along, 
you  won't  be  able  to  add  the  June 
data.  The  only  solution  is  to  reenter 
all  vour  old  tJata  and  then  the  new 
information. 

Each  graph  resides  in  memory 
locations  8192-16383,  so  hi-res 
dumps  can  be  made  with  The  Print 
Shop.  Load  your  graph  using  ^cl 
screen  from  the  Screen  Magic  sec- 
tion of  The  Print  Shop. 
See  program  listing  on  pa^c  70.       ffl 


f 


^. 


Elutso 


Square  Logix 

Sec  instructions  in  article  on  page 
30  before  typing  in. 


* 

■^' 

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QD 

1 

Program  1:  SQRS.OP 

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Program  2:  SQRS.SPR 

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Program  3:  Square 

REM    C0PYRIt3HT    1988    COMPUT 
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BLOAD"SQRS.SPR",B0,P3  5B4 
REM    ***    ESTABLISH    VARIBLE 
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print'TT  spaces) {blu)"p$ 

"{3    SPACES) {RVS)STUVWX 
(OFF) (4    SPACES) "PS" 
(3    SPACES) "PS" 
PRINT"{2    SPACES) (RED}"PS 
"(3    SPACES) {RVS)YZ1234 
{OFF) {4    SPACES) "PS" 
{3    SPACES)"PS" 
PRINT"{2    SPACES){2J"PS" 
{3    SPACES) {RVS)56789 
{BLK)     (off) {4    SPACES}{2J 
"PS"{3    SPACES) "PS" 
PRIWT"{D0WN) (BLK) 
{2    SPACES) {RVS)GAME    1 
(0FF)(3    SPACES){RVS)GAHE 
2{0FF){4    SPACES ){RVS)GA 
ME    3 {OFF} (3    SPACES) (RVS) 
GAME    4":Jl=l:U[J-i^:SL0W: 
G0SUB2G 

REM    ***{2    SPACES) MAKE    SE 
LBCTI0Ni2    SPACES)*** 


BEFORE  TYPING  .  .  . 

Before  typing  in  programs,  pleas« 
refer  to  "How  to  Type  In 
COMPUTEI's  GAZETTE  Programs," 
elsewhere  in  t)iis  issue. 


DO 

25 

DG 

26 

DS 

27 

SD 

28 

GP    20   WINDOWS, 14, 39,14, 1;PRINT 

"{BLUlPICK   GAME 1    2 

{SPACE)3    4";  :GOSUB23:WZ'= 
0;G1=J1:GOSUD35 

XS  21  B=G1-2:AX=15: Jl=l! J3=9!Z 
=  7-G1:ZZ  =  Z  +  1:UU  =  17:GOS[;b 
26:  SLOW 

JX  22  WINDOW0,lG,39,16,l!PRIHT 
"(BLU)LEVEL  OF  PLAY(BLK) 
...  123456789"; 
!GOSUB26:GOSUB23:LVaJl:P 
AST:GOT027 

CF  23  JV=JOY(1):IFJV=0THEN23:E 
LSEIFJV=7THENJ1=J1-1- (Jl 
=J2) :GOSUB2G:GOT023 

RJ    24    IFJV=3THENJ1=J1+1+ [J1=J3 
) :GOSOB2G:GOT023:ELSEIFJ 
V>127THENS0UND1, 400,1: RE 
TURN 
GOTO  23 

xU"AX+2*j1!Soi;ndi,ji*i00 
0,10!window0,uu,3  9,ul[,1; 

PRINTTABfXU) "(RED)|"; :RE 

TURN 

J  =  RND  (-TI)  :M1  =  0:  IFGK3TH 

ENZZ=e 

REM    ***{2    SPACES )RAND0ML 

Y   MIX    BL0CKS(2    SPACES}** 

* 

DX  29  00:M1=M1+1:J=INT{RND(1)- 
Z7Z) :K  =  INT(RND  (1) *Z2) : GOS 
UB33:SOUND2,B000,1:ONG1G 
OSUB30,30,3l, 3l!L00PUNTI 
LM1=LV*3:J=2:K=2:WZ=1:G0 
SUB35:TIS="000000":GOTO5 
0 

X  =  1NT  (RND{l)*4  +  l) SG0SUB3 
2:G0SUQ71:RETURN 
X=INT(RND(1)*2);X(M1)=- ( 
X=0) :G0SUB33:GOSUBa2:RET 
URN 

X (Ml) =X+2+ (X>2 ) *4 : RETURN 
J (Ml) =J:K (Ml )=K: RETURN 
REM    ***{2    SPACES)PRINT    B 
LOCKS    TO    SCREEN 
{2    SPACES)*** 

HH  3  5  FAST:WINDOW0,0,39,24,WZ: 
AA=0:FORY=0TO5:FORX-0TO5 
: IFWZ=1THEN42 

BE    36   AA=AA  +  1:  IFGK>2THENAAS=" 
":G0TO39 

CQ  37  1FAA<27THENAAS=»CHR$(64+A 
A) :GOT03  9:ELSEIFAA<36THE 
NAAS=CHRS(22+AA) 

SE    38    IFAA=36THENAS (X,Y)=" 

{RVS)(BLK){2    SPACES){MJ 
(DOWN) (3    LEFT) (2    SPACES) 

iMJ{D0WN){3    LEFT){2    PJg" 
;G0T041 

HM    39,ZZy="    {MJ{D0WN){3    LEFT) 
(2    SPACES  )iMH  DOWN) 
(3    LEFT) {2    P}e{OFF)" 

SX  40  A$(X,Y)  =  "{RVST"+C5  (INT(( 
AA-l)/6)+l)+AAS+ZZS 

GX  41  BSa,Y)=AS(X,Y):NEXTX,V: 
SLOW:RETURH 

EQ  42  SYSII,0,Y*3,X*3:PR1NTAS{ 
X,y) ; : SOUND!, 100  00, 1:NEX 
TX,Y 

DJ    43    WINDOWIB, 0,20, 24: PRINT" 
{OFF}{BLK}{*>{RVS} 
{2    SPACES) (RIGHT) 
(2    SPACES)(RIGHT) 
(2    SPACES}"; :F0RT=1T05:P 

COMPUTEI's  GBiBtto    Jur«  1988    69 


CG 

30 

KX 

31 

MK 

32 

EE 

33 

PM 

34 

GK    45 


HQ  4  6 
GG  47 
BO    4B 


GR    49 


BE 

50 

BJ 

51 

AS 

52 

QH 

53 

RINT"{*^(2    SPACES) 
{RIGHT}(2    SPACES} {RIGHT) 
(2    SPftCES}"; :NEXT 
GQ   44   WIHDOW0,18,21,22:PRINT" 
[RVS}t*H2   rightHoffI 

f*>(2    RIGHT){*>{2    RIGHT} 
t*>{2    RIGHT}{*>(2    RIGHT) 

{*>(2  right)m!rvs) 
{2  spaces}" ;f0rt=1t02:pr 
int"{rvs){21  spaces }":ke 
xt:wihdow0, 0,39,24 

IFGl=3THEWOX=24:OY=52:SD 

=5:ELSEIFGl-4THENOX-36{0 

V=64:SD=6 

SLOW: RETURN 

REM  ***  MARKERS  *** 

MOVSPRX,J*24+24,K*24+50: 

POKES3269,2f (X-1) iSOUNDl 

,4300,1:RETURN 

SPRITESD, 1,1,0, 1,1 JMOVSP 

RSD,J*24+OX,K*24+OY:SOUN 

Dl,  (J+K*5  +  l)*1000, 1:RETU 

RN 

SLOW!GOSUB101 !  IFGK3THEN 

X  =  1:GOS[Jb47;GOT052:ELSEG 

OSUB49:GOT052 

M1-M1+1:J(H1)=J:K(M1)=K: 

IFG1<3THENX(M1)=X+2+(X>2 

) *4:ELSEX[H1 ) =- [X-0) 

GOSOB116:IFV=1.THEN96 

GETK$: IFKS="Q"THENF0RI=1 

T08: SPRITE  1,0: NEXT: PRINT 

"{CLR}":COLOR0,1:COLOR5, 

14:COLOR4, 14 : END: ELSEIFK 

S="*"THENG0SUB118 

REM    ***    JOYSTICK   CONTROL 

S    *** 

JV=J0Y(1) : IFJV=0THEM52:E 

LSEIFG1>2TUEN58 

IFJV=lTHENX=l:GOT062:ELS 

EIFJV>=3THENX  =  2:G0T064;EL 

SEIFJV=5THENX=3:GOT0  66:E 

LSEIFJV=7THENX=4 :GOT06B  : 

ELSEIFJV=12  9THENG0SUB71: 

GOSUB80!GOTO51 

GOT052 

IFJV  =  lTHENK-K-l-(K-a)  :G0 

T061:ELSEIFJV=3THENJ=J+1 

+  (J  =  a) !GOT061;ELSEIFJV  =  5 

THENK=K+1+ (K=Z) :G0T06l!E 

LSEIFJV=7THENJ=J-1-(J=0) 

:  GOTO  61 

1FG1>2AND(JV=1310RJV=135 

)THENi:X=¥X  +  l:G0SUB81:G0S 

U880:GOTOS1 

G0TO52 

GOSUB49:G0TO52 

Ul=Ul+l!Rl=-l:Dl--l;Ll=- 

1:IFU1>0THENK=K-1-(K"0) 

GOTO 6 9 

Rl=Rl+l!al=-l:Ll=-Sl:Dl=- 

1:IFR1>0THENJ=J+1+ (J =5) 

GOTO 6 9 

Dl=Dl+l;Ll=-l!Ul=-l:Rl=- 

1:  IFD1>0THENK-K  +  1+ {K=5) 

GOT069 

Ll=Llfl!Ul=-l:Rl=-l!Dl"- 

1:  IFL1>0THENJ-J-1- [J  =  0) 

G0SUB48:G0T055 

REM  ***  SHIFT  AND  ROTATE 

ROUTINES  *** 
ONXGOT072,74,76,78 
AS=A5  (J,0) :FORT=0TO4:ftS{ 
J,T)=AS  (J,T  +  1)  : NEXT: AS (J 
,5)=AS: IFWZ=0THENRETURN 
FORT=5TOaSTEP-l;SYSII,0, 
T*3,J*3:PRINTA${J,T) : HEX 
T: RETURN 

AS=AS (5,K) :FORT=5T01STEP 
-1;AS(T,K)=A$(T-1,K) :NEX 
T:AS  (0,K)=AS; IFWZ  =  0THENR 
ETURN 
GB  75  FORT=0TO5!SYSir,a,K*3,T* 

70    COMPUTE!  s  Gazet(B    June  1888 


JD    54 

JF    SS 
BC    56 


HG    57 
FG    S8 


HK    59 


RG 

60 

PS 

61 

EA 

62 

FM 

63 

GE 

64 

PP 

65 

CD 

66 

BP 

67 

BJ 

68 

DC 

69 

XH 

70 

CD 

71 

KJ 

72 

QC 

73 

JS 

74 

3: PRINTAS (T,K) !NEXT:RETU 
RN 
RB    76    fi$=A5 (J,5) :FORT=5T01STEP 
-1:AS (J,T)=AS {J,T-1) :NEX 
T:A$(J,0)=A5: IFWZ=0THENR 

ETURN 
AE    77    FORT=0TO5:SYSII,0,T*3,J* 

3:PRINTAS (J,T) :NEXT:RETU 

RN 
KJ  78  A$=A$(0,K) :FORT«0TO4:AS( 

T,K)=AS  [T  +  1,K):NEXT:AS !5 

,K)=A$:IFWZ=0THENRETURN 
BK  79  FORT=5TO0STEP-1:SYSII,0, 

K*3,T*3:PRINTAS  (T,K) : NEX 

T: RETURN 
CR    80    SOUNDl, (X+l)*200a, 1:G0SU 

B92:G0SUB115: RETURN 
JR    81     IFJV-135THENX=1:ELSEX=0 
SO    82   L=J+1;0=K+1:1FG1=4THEH86 

;ELSEIFX=1THEN84 
JP    83   A$=AS  (J,K)  !AS{J,K)=A${J, 

O)  :AS(J,0)=flSa,0)  :A$(L, 

0)=A5  (L,K)  :A$(L,K)=A$:GO 

T085 

K):A$(J,K)=AS[L, 
K) =AS (L,0) :AS (L, 
0) ;AS(J,0)=AS 
ENRETURNsELSEFOR 
:F0RG=JTOJ+B:SYS 
,G*3: PRINTAS (G,H 
H: RETURN 
K+2:IFX=1THEN89 
K)  :A${J,K)=AS  (J, 
0)=AS  (J,P)  :AS  (J, 
P)!A$(L,P)=A5(M, 

A$(M,0);AS(M,0)= 

AS(M,K)-AS(L,K)! 

AS:GOT085 

K) :A$ (J,K)=AS (L, 

K)=AS (M,K) :A$(M, 

0) :AS(H,0)=AS(M, 

AS(L,P) :A$(L,P)= 
A$  (J,P)-AS(J,0): 
ASiGOTOeS 
CHECK    FOR   WIN    ** 

* 

CD   92   V=l:FORXX=0TO5:FORyY=0TO 

5 
QQ    93    IFA$(XX,YY)<>BS (XX,YY)TH 

ENV=0: YY=5;XX=5;GOT094 
SE    94    NEXTYY, XX: RETURN 
BQ    95    REM    ***    YES,    COMPLETED. 

{SPACE)NEW    GAME    *** 
RK    96   WINDOWa,22,39,24,l:PRINT 
"{WHT}YOU    HAVE    COMPLETE 
{SPACE}GAME"G1"AT    LEVEL" 
LV" 
AE    97    PRINT" {4    SPACES) {RVS) 
{2    SPACES}PRESS 
{2    SPACES)FIRE(2    SPACES) 
BUTTON (2    SPACES)TO 
{2    SPACES}START    {OFF}";: 
A  =  0: 
EF    98    JV-JOY(l) ! 1FJV>127THENG0 

TO  8 
XJ    99   A=A-H+(A=5)*6:COLORa,C(A 
)  :W=W+1+ (W>200) *200:SOUN 
D1,W*300+3  00,2:GOTO98 
FD    100    REM    •**    PRINT   TITLE   AND 

PATTERN    *** 
EQ    101   WINDOW23,0,39,24,l!lFGl 
"1THENPRINT"(RVS){BLK) 
{SPACE)S    H    I    F    T    S 
{2    DOWN)" 
RP    102    IFG1°2THENPRINT"{RVS) 
JBLK)    SHUFFLE 
{2    DOWN}" 
CR    103    IFG1=3THENPRINT"{HVS} 
{BLK)    R   0   T   a   T   E    1 
{2    D0WN)":SD-5 


EA 

84 

AS=AS(J, 
K)  :A$ (L, 
0)=AS(J, 

EJ 

85 

IFWZ-aTH 
H=KTOK+B 
II,a,H*3 
) :NEXTG, 

CB 

86 

M=J+2:P= 

RC 

87 

A$=AS(J, 

0)  ;AS(J, 

P)=.ASa, 
P) 

SK 

38 

A${M,P)  = 
A5(M,K) : 
AS(L,K)= 

MH 

89 

A5=A5  [J, 
K):AS(L, 
K)=A$(M, 
P) 

EB 

90 

A?(M,P)= 
A$(J,P) : 
A5(J,0)  = 

KK 

91 

REM    *** 

GP    104    IFG1=4TKENPRIN1"{RVS) 

{BLK)    R    0    T    A    T    E    2 

{2    D0WN)":SD=6 
AP    105    PRINT"PATTERN    TO   MATCH" 

:WIND0W26,5,39,24: IFG1= 

2THEN107 
QA    lae    F0RR»1T06:PRINTC$ (R) " 

{RVS)  "PS;  NEXT!  GOTOm 
FE    107    AK=0:FORAA=1TO6:PRINT;F 

ORQB=0TO5!AK-AK+1 
FS    108    IFAK<27THENPRINT"(RVS)" 

CS  (AA)CHRS [64+AK) ; :G0TO 

110:ELSEIFAK=3  6THENPRIN 

T"(RVS}{BLK)    ";:GOTO110 
SF    10  9    PRINT"{RVS}"CS(AA)CHRS( 

22+AK) f 
KH    110    NEXTBB,AA:G0T0111 
FK    111    WINDOW0,0,39,24 
AA    112    REM    ***    COMPUTER    SOLVES 

KP    113    SYSII,0,22,a!PRINT" 
{OFF){RED}HIT     {RVS}Q 

{off)  to  quit.  {RVS}* 
{off)  for  computer  solu 
tion,  {pur)then  press  a 
ny  key  to  resume  your  g 

AME," 
KK  114  WINDOW0,0,39,24 
KJ  115  SYS1I,0,17,24!PRINT" 

{OFF} (BLK}TURN  »"yx+l" 

(2  SPACES)": RETURN 
RB  116  SYSII,0,13,26:PRINT"t33 

TIMER" 
KQ  117  PRINTTAB(25) "{RVS) (BLU) 

"LEFTS (TI$,2) ":"MIDS (TI 

5,3,2) ":"RIGHTS(TIS,2) : 

RETURN 
FE  118  IFG1>2THEN125 
XH  119  WW=l:W=Ml:DO:X-X(W) :GOS 

UB121 :W=W-1 ! LO0PUNTILW< 

1:GETKEYY$:FAST 
RB  120  WW=-l;W=l:D0:X=X(W)-^2+( 

X(WJ>2) *4:GOSUB121:W=W+ 

l:L0OPUNTILW>Ml:SL0W:Re 

TURN 
GP  121  J-.J(W)  :K-K(W)  :SD=X-1 
BS  122  GOSUB4  8: IFWW>0THEMGOSUB 

124 
MB  123  G0SUB71: RETURN 
SA  124  SLEEP1:SOUND2,4000,1:HE 

TURN 
BS  125  WW=1:F0RW=M1T013TEP-1:X 

-X{W) :G0SUB 127: NEXT: GET 

KEYYS:FAST 
BK  126  WW=-1:F0RW=1T0M1:X"- (X ( 

W)=0) :GOSUB127!NEXT!SLO 

W; RETURN 
BJ  127  J-J (W) :K=K(W) :SD=G1+2:G 

OSUB49i IFWW>0THENGOSUBl 

24 
BH  128  GOSUB82: RETURN 
MG  129  DATA1S,6,4,7,3,10 


3-D  Bar  GrapKer 
for  the  128 

Article  on  page  67. 

HE  10  REM  COPYRIGHT  1988  COMPU 
TEl  PUBLICATIONS,  INC,  - 
ALL    RIGHTS    RESERVED 

MQ  20  PRINT"{CLR)(3  SPACES)COP 
YRIGHT  1988  COMPOTEI  PUB 
.,  INC.":PRINTTAB(11) "AL 
L  RIGHTS  RESERVED" jSLEEP 
3 

XB  30  DIMVl (441) ,V(21,21) SGRAP 
HIC3,1 

rX  40  GRAPHIC0,1:COLOR0,16:COL 
0R4,7:PRINT"(BLK) 


{12    SPACESJ3-D   BAR   GRAPH 
ER" 
HE    50    PRINT"(2    DOWNHbLK){RVS} 
LOAD   A    GRAPH    FROM    DISK? 
{SPACE} (Y/N)" 
DQ    60    INPUT" (2   SPACES) N 

(3    LEFT)"f[,G$;  rpLG$="y"T 
HEN6  7a 
GG    70    PRINT" (fiVS)VIEW   PREVIOUS 

GRAPH    IN   MEMORY?     (Y/H) " 
ED   60    INPUT" [2    SPACES }N 

{3    LEFT} ";VS; IFV$="V"THE 
NG0SUB7ia 
QA    9Q    PRINT"{RVS}ENTER    TITLE    0 
F    GRAPH     (0-40    CHARACTERS 
)" 
MR    100    INPUTT$:  IFt.E:N(T$)>39THE 

NPRINT:T$="":GOTOia0 
SP    110    PRINT"{RVS}ENTER    VALUE 

tSPACE)REPRESENTATION     ( 

0-15   CHARS.) " 
EB    120    INPUTR$:IFLEN(RS) >15THE 

NPRINT"t2    UP}":R5="":G0 

TO120 
CS    130    PRINT" {RVS} ENTER    STARTI 

HG    lfEAR{21   SPACES}2    DIG 

IT    REPRESENTATION) 
GF    140    INPUTSY! IFSY=0THENPRINT 

"{2    UP)"jGOTO140 
JF    150    PRINT"iRVS)ENTER    ENDING 

YEAR    {0-20    YEAR    SPAN) 
PH    16a    INPUT"{S    SPACES) 

{5    LEFT)"jEY:IFEY<SYTHE 

NEy-EY+100 
DA    170    IFEY>SY4-20THENPRINT" 

{2    UP)";GOTO160 
BQ    180    IFEY=SYTHENGOSUB720 
KP    190    PRINT"(RVS)ENTER    NUMBER 
OF    ITEMS    TO   GRAPH     (1-2 

0) 
CS    200    INPUT" {5    SPACES) 

{5    LEFT) {2   SPACES  15 

{3    LEFT}";IT: IFIT<10RIT 

>20THENPRINT"{2    UP)"!GO 

TO200 
PP    210    PRINT" { RVS )GRAPH    FROM    ( 

0-99999) " 
BH    220    INPUT"{5    SPACES) 

{5    LEFT} (2    SPACES)0 

{5    SPACES}(B    LEFT}";S:I 

PS>999  99THENPRINT" 

{2    UP}":GOTO220 
DX    230    PRINT"(RVS)T0{9    SPACES) 

(0-99999)" 
DD   240    IMPUTE! IFE<-SORE>99999T 

HENPRINT"{2   UP}"5GOT024 

0 
XA    250    GO5UB820 
RD    260    PRINT" {RVS) ENTER    VALUES 

" ; TM$="YEAR" : IFFL-ITHEH 

TMS- "MONTH" 
MP    270    FORA=lTOEY-SY+l-FL!PORB 

«1T0IT 
MQ  280  PRINTTM$;A" ,ITEM"B;!lNP 

UTV(A,B) :IFV(A,B)<SORV[ 

A,B)>ETHEHPRINT"i2    UP)" 

:GOTO280 
GG    290    NEXTB,A 
HJ    300    PRINT" {RVS) ENTER    KEY    (0 

-40   CHARACTERS) " 
KC    310    INPUTK5:IFLEN(KS)>40THE 

NPRINT:K$="":GOTO300 
CC    32  0    BDS="": INPUT" { RVS }BORDE 

R?     (Y/N)(0FF){2    SPACES) 

Nt3    LEFT)";BD$ 
QX    338    INPUT" tRVS)FAST?     (Y/N) 

{OFF) (2    SPACES )N 

{3    LEFT)";FS;IFF5-"Y"TH 

ENFAST 
DQ   340   T1-12:GOSUB870:SL=INT(4 

9/[EY-SY+l-FL) ) :SI-INT( 

49/IT) 
RK    350    DRAW3,79,18T079,82T079- 


(EY-Sy+1-FL) *SL, 82+ [EY- 
SY  +  1-FL)*SLT079-  (EY-SY  + 
1-FL) *SL, 18+  [EY-SY  +  1-FL 
)*SLT07  9,18T079+IT*SI,1 
8+IT*SIT079+IT*SI,82+IT 
*SITO79,82:B=0 

HJ  360  F0RA=18+(EY-SY+1-FL)*SL 
T0a2+(EY-SY+1-FL)*SLSTE 
P8:DRAW3,79-{EY-SY+1-PL 
)*SL,ATO7  9,18+8*BT079+I 
T*SI,18+3*a+IT*SI:B=B+l 
:NEXT 

JG  370  SP-INT (49/(EY-SY+l-FL) ) 
:Y=19+ (EY-SY+1-FL)*SL:D 
=  79-  (EY-SY  +  1-FL) *SL:FOR 
A=DT079STEPSP:DRAW3,A, Y 
TOA,Y+63sY"Y-SP:NEXT 

RD  380  SKaINT(49/IT) :Y=18:D=79 
!L-Y!M=D!FORA=DT079+IT* 
SKSTEPSK!DRAW3,A,Y1'0A,Y 
+64!Y»Y+SK:NEXT 

AD  390  SE=E/8:Y=16:O=50:Q=-1:C 
OLOR3,2;FORA=0TOESTEPSE 
:N1$=STR5 (INT(A) )+"=":N 
M$  =  STRS (INT  [A) )  : N2$  =  "  =  " 
+RIGHTS (NHS,LEN [NM$) -1) 
:X=a-LEN{NlS)-l:CHAR3,X 
,Y,N15 

FF  400  CHAR3,33,Y,N2S; Y-Y-l!lF 
X<OTHENPaX:OaX 

HA  410  IFQ<LEN{N25)THENR=LEN(N 
2S)!0-R 

AP    420   NEXT 

GG  430  SC= (40-LEN(T?) )/2:C0L0R 
3,5:CHAR3,SC, 1,TS,1 

DC  440  COLOR3,8:Y=8:FORA-lTOLE 
N  [RS) :R2S=MI0S(RS,A, 1) ! 
CHAR3,P, Y,R2S,1:CHAR3,R 
+33,Y,R2S,1: Y=Y+1:NEXT 

PS  450  C0L0R3,9:IFFL=1THENCHAR 
3,21, 22,yiS:CHAR3,31,17 
,Y2S:CHAR3,2  7,22,"M0NTH 
S":G0T04Ba 

AF  460  Y1S=STR5 (SY) :Y2$«STRS (E 
Y) : IFEY>99THENY2$=STR3 ( 
BY -100) 

KQ  470  CHAR3,20, 22,Y1$:CHAR3,3 
1,17,Y2$:CHAR3,27,22,"Y 
EARS" 

CK  480  COLOR3,10:I2S=STRS(IT) ! 
CHAR3,7,17,"1":CHAR3,16 
,22,I2S:CHAR3,7,22,"ITE 
MS" 

PJ  490  SC=(40-LEN(K$) )/2!C0L0R 
3,11:CHAR3,SC,24,KS!C0L 
OR3,C3 

GE  500  IFBD$="Y"THEKC0L0R3,8:B 
0X3,0,0, 159, 199 iCOLOR 3, 
C3 

MC  510  X2=80:Y2»ai+SP:X3=X2:Y3 
=Y2:Y4=81+SK!Y5=Y4:FORA 
=EY-SY+1-FLT01STEP-1:F0 
RC=1T0IT!V1(C)=V(A,C) :N 
EXTC:P0RB=1T0IT:X=X2-SP 
JY»Y2!F-  (E-S)/64:G-0iH- 
X+SK-l;I-YtSK-l 

RQ  520  DRAW3,X, YT0X+SK-1,Y+SK- 
1: Y»Y-1 :G=G+F:IFG>=V1 (B 
)THEN530:BLSE520 

KR  S30  J=X:K=Y!DRAW1,H, ITOH,Y+ 
SK:X=X2+SK-2:Y=Y4:G=0;H 
=X:I=Y 

DQ  540  DRAWl,X,YT0X-SP+2, Y+SP- 
2:Y"Y-1:G-G+F; IFG>=V1 (B 
)THEN550:ELSE540 

CP  550  DRAW3,H,IT0H,Y+1:X-J!Y- 
K :  G=0  !  L=X  +S  P-1 :  M  =Y  -S  P+1 

BA  560  DRAW2,X,YT0X+SP-1,Y-SP+ 
1TOX+SP-I,Y-SP+2TOX,Y+1 
;X»X+1:Y-Y+1:G=G+1:IFG> 
«SK-1THEN570 : ELSE560 

GP  570  DRAW2,X,YT0X+SP-1,Y-SP+ 
1;DRAW1,J,KT0L,MT0X+SP- 


QR 

580 

OJ 

590 

CH 

600 

MS 

610 

BS 

620 

CP 

630 

KP 

640 

QX 

650 

DO 

660 

HK 

6  70 

HF 

680 

KA 

690 

JC 

700 

PG 

710 

AE 

720 

XH    730 
BP    740 

OB    750 


SQ    760 
SJ    770 


OQ    780 

FH  790 
BM  800 
DR  ai0 
XH  820 
PB    830 

MJ  840 
QK    850 


MR    860 
SQ    B70 


1,Y-SP  +  1;X2''X2+SK!Y2"'Y2 
+SK:  Y4  =  Y4  +  SK:NEXTB:X2=>X 
3-SP:Y2=Y3+SP:Y4=Y5+SP: 
X3=X2:Y3=Y2:Y5=Y4:NEXTA 
SL0W:C0LOR4, 1: POKE20  8,0 
:GETKEYAS: GRAPH IC0,1:CO 
LOR0,16:COLOR4,7 
PRINT"{2  DOWN){BLK) 
{RVS)SAVE    GRAPH    TO    DISK 

(Y/N/Q)?{OFF}     (RVS) 
(OFF) {LEFT}"; 
GETKEYBS 

IFB5= "Y "THENPRINT"YES 
{RVS)     {0FF}":SLEEP1:G0T 
0650 

IFBS="M"THENPRINT"NO 
{RVS)     {0FF)":SLEEP1:G0T 
040 

IFB$="Q"THENEND 
GOTO 60  0 
GOSUB880 

FAST:BSAVE (SGS) ,B0,P819 
2TOP16383:SLOW:GOTO900 
GOSUB880:GOSUB820 
DOPENtl,  [SG$)  :  IFDSO0TH 
ENGOSUB810jCLOSE1:GOTO6 
70;ELSECLOSE1 
T1=1:GOSUB870:FAST;BLOA 
D(SG5)  ,B0,P8192!SLOW 
GRAPHIC3:POKE208,0:GETK 
EYBS:GOTO40 

GRAPHICS :COLOR0,1:COLOR 
4,1:POKE20  8,0:GETKEYB5: 
GRAPHIC0 :COLOR0, 16 :COL0 
R4,7:RETURN 

INP[JT"{RVS}STARTING  HON 
TH?  (1-12) (OFF) 
{2  SPACES)! {3  LEFTI";M1 
! IFM1<10RM1>12THENPRINT 
"{2  UP)":GOTO720 
M2=  [Ml+12)-13: IFM2=0THE 
NM2=12 

PRINT" {RVS) ENDING  MONTH 
?  (1-12) {0FF}{2  SPACES) 
"M2; : INPUT"{5  LEFT)";M3 
: IFM3<10RM3>12THENPRINT 
"{2  UP)":GOTO74  0 
M$""JANFEBMARAPRMAYJUNJ 
ULAUGSEP0CTN0VDEC":Y1$= 
MID? (MS, Ml* 3 -2, 3) :Y2S-M 
ID$(M5,M3*3-2,3) :SY=0:E 
Y=  (12 -Ml)- (12-M3)+1:IFE 
Y<=0THENEY=EY+12 
FL-1: RETURN 

PRINT" {DOWN) { RVS )NEED    T 
0    SEE    THE    DIRECTORY    FIR 
ST?     (Y/N)" 
INPUT"{2    SPACES}Y 
{3    LEFT}";D$: IFD$="N"TH 
ENRETURN;ELSEIFD$<>"Y"T 
HEN770:BLSEPRINT"{CLR) " 
DIRECTORY!  IFDSO0THENGO 
SUBB10:GOTO790 
GETKEYAS!PRINT"{CLR)":R 
ETURN 

PRINT" {down) "DSSSGETKEY 
AS: PRINT" (CLR) ": RETURN 
PRINT" {RVS) ENTER    THREE 
{SPACE) COLORS" 
INPUT"COLOR    1{2    SPACES) 
15(4    LEFT}";C1:IFC1<10R 
C1>16THENPRINT"{2    UP)"! 
GOTOa30 

IN  PUT "COLOR  2{2  SPACES) 
4 {3  LEFT)";C2! 1FC2<10RC 
2>16THENPRINT"{2  UP}":G 
OT0  84g 

:nput"color  3{2  spaces) 

7{3    i:,EFT}"rC3:  IFC3<10RC 

3>16THENPRINT"{2    UP}":G 

OTO8  50 

RETURN 

COLOR  0, 1: COLOR  4, Tl! COLO 

COMPUTErs  Qazena    June  t98B    71 


Rl,Cl:COLOR2,CZ:COLOR3, 

C3: GRAPHIC  3,1: RETURN 
EP    880    GOSUB770! PRINT" (RVS}ENT 

ER    NAME   OF    GRAPH     (1-16 

(SPACE}CHRS) " 
GM    890    INPUTSGe:IFLEN(SGS)<10R 

LEN(SG$)>1STHEKPRINT" 

(2    0P)":GOTOB9a!ELSERET 

URN 
KG    990    IFDS<>0TKEHGOSUB810;GOT 

OG50:BLSE4et 

Eight  Thousand 
Dragons 

See  instrttcHotiB  in  article  on  page 
59  before  typittg  hi. 


0301: 

0309: 

0811: 

0819: 

0821: 

0829: 

0831: 

0339: 

0341: 

08491 

0851; 

0359; 

0861: 

0369: 

0371: 

0879: 

038L: 

0889; 

0891: 

0899; 

03A1; 

03A9; 

0BB1; 

0BB9; 

0  8C1: 

0BC9; 

08D1: 

08D9: 

08E1: 

08E9: 

08F1: 

08F9: 

0901 

0  909: 

091,1: 

0919: 

0921 

0929; 

0931 

0939: 

0941 

0949: 

0951 

0959: 

0961 

09S9: 

0971 

0979 

0981: 

0989 

0991 


0B  08  01 

31  00  00 

20  D0  A9 

09  0A  CA 

0F  D4  A9 

IB  D4  A0 

0A  0A  0A 

04  99  00 

00  07  C8 

0F  9D  93 

18  SD  18 

20  3D  11 

A2  20  86 

C8  D0  FB 

A9  00  A0 

C0  FF  D0 

A9  84  85 

A9  34  85 

91  FB  A0 

95  0  9  7D 

29  01  D0 

C3  E8  E0 

07  A8  B9 
B9  8D  09 
FF  E6  FD 
D0  0D  AS 
FB  AS  FC 
42  09  £6 
AA  AS  FE 
FC  AS  FB 

90  02  E6 
FB  F0  F7 
AS  FD  29 
38  AS  FB 
AS  FC  E9 
09  C6  FE 
AS  FE  29 
C6  FC  AS 
FB  B0  0E 
A5  FB  33 
F2  A0  00 

91  FB  EE 
A3  09  C9 
9D  fi3  09 
EE  AD  A3 

08  20  E4 
:C9  51  F0 

D4  29  01 

0F  D0  F3 
E5  00  08 
lA  09 


9E 

AD 


01  A2 
D0  F9 
80  BD 
00  AD 
0D  BA 
05  99 
D0  Fl 
09  CA 
Dfl  AD 
00  A9 
FC  A0 
E6  FC 
0E  99 
F8  A9 
FE  A9 
FC  A0 
00  A2 
A3  09 
04  88 
0E  D0 
8C  0  9 
8D  CI 
A5  FD 
FB  18 
69  00 
FE  AS 
29  07 
18  6  9 
FC  4C 
4C  42 
07    AA 


38 
00 


08 


A5  FD 
07  C9 
FB  38 
C6  FC 
E9  01 
Bl  FB 
Bl  09 
02  D0 
FE  AZ 
09  D0 
FF  C9 
12  A0 


32  30 
8A  09 
03  9D 
A9  FF 
12  D4 
3B  09 
0  9  99 
00  06 
A9  00 
D0  FA 
11  D0 
00  3  5 
00  91 
CA  D0 
A3  09 
60  85 
64  85 
00  A9 
00  18 
7D  A4 
4C  AA 
E8  98 
8D  C0 
08  4C 
29  07 
69  03 

8  5  FC 
FD  29 
D0  10 
39  85 
42  09 

09  C6 
C9  07 
08  85 
FC  4C 
29  07 


07 
E9 


99 

4C 
C2 
00 


4C  42 

8  5  FB 
ID  B2 
A2  0£ 
0B  A9 

09  CA 
03  4C 
00  F0 
02  AD 
09  C8 
08  4C 
DB  08 
00  00 


36  0D 

8D  E3 

Bl  CC 

8D  9A 

SD  17 

0A  46 

00  86 

99  74 

A2  12 

A9  84 

09  3D 

FB  60 

FB  8F 

F4  A9 

88  41 

FD  6B 

FB  0E 

80  D4 

BD  80 

09  31 
08  B3 
29  D9 
08  77 
FF  CA 
AA  F2 
85  F5 
4C  DB 

8  7  98 
e6  A3 
FB  lA 
E6  DB 
FD  C9 
D0  56 
FB  lA 
42  6D 
AA  E8 

10  77 
3S  B3 

09  42 
90  69 

09  DZ 
BD  C3 
00  D6 
D0  D3 
93  lA 
F9  4E 

10  7F 
C0  15 
18  4E 
FF  7B 
00  4F 


Excelfont  80 

See  instructions  in  article  on  page 
56  before  typing  in. 

Program  1:  EXCELLDR 

HE    10    REM    COPYRIGHT    198  8    COMPU 
TE!    PUBLICATIONS,     INC.    - 
ALL    RIGHTS    RESERVED 
PD    20    GRAPHICl,!: GRAPHIC 0,1: FA 


ST!POKE260  6,9!POKE260  7,2 
4:GRAPt)IC5,l:SYSS2684,8, 
12:SyS526a4,24,20:Si;S526 
84,96,34:COLOR6,15 

XF  30  PRINT"[WHT}{5  DOWN]"TAB( 
10) " {A?CCCCCCCCCCCCCCCCC 
CCCCCCCCCCCCCCCCCCCCCCCC 
CCCCCCCCCCCCCCCCC {sj " 

FQ  40  FORI=.TO2:PR1NTTAB(10) "B 
"TAB (69) "S":NEXT 

CQ  50  PRINTTAB(10) "B"TAB(34) "E 
XCELFONT    80"TAB(69) "a" 

QS    60    PRINTTABC10)"B"TAB(69)"B 

II 

DD  70  PRINTTAB(10) "B"TAB(26) "( 

C)  19B8  COMPUTE!  PUB.,  I 

NC,"TAB(6  9)"B" 
XG  80  PRINTTAB(10)'^B"TAB(30)  "A 

LL    RIGHTS    RESERVED"TAB(6 

9)  "B" 
RQ    90    PRINTTAB(10)"B"TAB(69) "B 

II 

KR  100  FORI=.TO2:PRrNTTAB(10) " 
B"TAB(69) "B":NEXT 

MQ  110  PRINTTAB(10) "{ZJCCCCCCC 
CCCCCCCCCCCCCCCCCCCCCCC 
CCCCCCCCCCCCCCCCCCCCCCC 
CCCCCtX}";SYS52684,., 34 

KA    120   CHARl, 33, 16, "LOADING 

{2  SPACESlML. . ." :BLOAD" 
EXCEL. OBJ " :BLOAD"EXCEL . 
OBJl" 

JR    130   CHARl, 33, 16, "SETTING 

{2  SPACESlUP. ..":G0SUB1 
50 

JA  140  CHAR1,28,16,"{WHT}L0ADI 
NG  MAIN  PROGRAM, ..":CLR 
: RUN" EXCEL. BAS" 

FH  150  POKE26a6, .: POKE2607,16: 
PRINT"(CLR)" 

MR  160  PRINTTAB(34) "{B}{WHT)EX 
CELFONT    80" 

QS    170    PRINT"{CYNlt3    SPACES} 
[B}1234567B"CHRS{130)" 
{2    SPACES) {YEL)tA}CCCCC 
CCCCCCCCCCCCCCCCCCCCCCC 
CCCCCCCCCCCCCCCCCCCCCCC 


CCCCCCCCCCCCCiS}" 
F0RI  =  1T04! PRINT"  {CYNl"S 
TR9(I)"{MJ"SPC(e)"(GJ 
{yEL)B"SPC(64) "B":NEXT 


I  LE{2    SPACESlB    iPUR)B"SP 

C{64)"B" 
MH    270    PRItJT"{6JB   SIZE 

{5    SPACESTb    tPUR)B"SPC( 

64 ) "B" 
JJ  280  PRINT" {6 JB  CHRSET 

{3  spacesTb  (PUR)B"SPC( 

64)"B"{53  SPACES )~ 
AF  290  PRIMf"t6><g?CCCCCCCCCC 

<X}  {PUR}{ZJCCCCCCCCCC£ 

CCCCCCCCCCCCCCCCCCCCCCC 

CCCCCCCCCCCCCCCCCCCCCCC 

CCCCCCCCX?"; 
SP  300  POKE2606,8: POKE2607,24: 

SYS4864:RETURN 

Program  2:  EXCELBAS. 

BS    10   TRAP1020:BANK15:MAS=" 

{UP)  [RIGHT]  {DOWN  ULEFTjD 
SLYGHB84  62WPRR{RVS)FH 
{CLR)N)00M{H0ME)QTEC {a) " 
:SYS248L2,,9,,,CHR5 (1) 

RJ  20  FORI  =  .'rO49:SYS3072,34,  I: 
SYS3072,35,96-I:NEXT 

JR  30  SYS3072,12,0:SYS3072,13, 
0:SYS3072,20,16:POKE2606 
,0:POKE2607,16:COLORG,1: 
SLEEPl 

QP  40  FORI=.TO43:SYS3072,34,48 
-l;SYS3072,35,48+I:NEXT 

RJ  50  F0RI  =  1T0B:READX(I)  ,Y(I) : 
NEXT 

KR  60  IFPA<>.THENSYS3114,PA/25 
6,PAAND255,7:SYS3114,CA/ 
2S6,CAAND255,141 

JC  70  WINDOW14,20,77,23,l:PRIN 
TCHR5(142)"{WHT) (U)PPERC 
ASE  OR  (L)OWERCASE?":GET 
KEYAS: IFAS="U"THENCC-. :I 
=20a:ELSEIFA$»"L"THENCC= 
1:  I=216:ELSE70 

GB  B0  INPUT"#  OF  EDITING  HOWS ( 
1-16) ";R:R=R-1: IFR<.0RR> 
15THEN80 

CJ  90  WINDOW1,20,10,23:CHAR1,7 
,3,CHR$(I53)+STR$(CC) 

ER    100    IFR<10THENA$-"    ":ELSEAS 


EB    180 

BC  190  PRINT^{CyN)  5fM5""SPC(8) 
"tGj  {YELltZjCCCCCCCCCC 
CCCCCCCCCCCCCCCCCCCCCCC 
CCCCCCCCCCCCCCCCCCCCCCC 
CCCCCCCCfXJ" 

AJ  200  PRINT" (CYN)  6iMJ"SPC(8) 

"{gj  {wht) {a^cccccccccc 
cccccccccccccccchelp  me 
N u ccccccccccccccccccccc 
ccccccccisj" 

MC  210  F0RI=7T09:PRINT"{CYN)"S 
TR$  (1) "{M}"SPC(8) "{GJ 
(WHT)B"SPC(64) "B":NEXT 

DM  220  FORI-T0TO16: PRINT" {CYN} 
{LEFT)"STRS(I ) "{MJ"SPC( 
8)"{GJ  {WHT)B"SPC(64) "B 
":NEXT 

JR  230  PRINT"(CYN} £3  SPACES) 

{8  T}i2  SPACES) {WHTJiZJ 
CCCCCCCCCCCCCCCCCCCCCCC 
CCCCCCCCCCCCCCCCCCCCCCC 
CCCCCCCCCCCCCCCCCCfX} " 

JR  240  PRINT" t 6? {AjCCCCCCCCCC 
ESJ  { PUR } tA?CCCCCCCCCCC 
CCCCCCCCCCCCCCCCCCCCCCC 
CCCCCCCCCCCCCCCCCCCCCCC 
CCCCCCCtSJ" 

KG  250  PRINT"i6jB  WRAP 

(2  SPACESTON  B  {PUR}B"S 
PC (64) "B" 

SB  260  PRINT"{6}B{3  SPACES}WHO 


SB    110    AS=AS+STR$(R) :CHAR1,5,2 

.AS 
PA    120   BANK14!SYS3890, I:BANK15 

:SYS37B4 
BR    130   CX=. :CY=. :SYS3254,40,0: 

SYS3289;X=. ;Y=. :PA=4259 

:SYS3114,16,174,18l!CA- 

4270;SYS3114,16, 163,59: 

AH=4B:AL". !W«1 
BK    140    SYS315B,AH,AL:SYS3289 
RF    150   WIND0W14, 20,77, 23,1 
DC    160    J"JOY (2): IFJ=.THENB=. :G 

OTO260 
RG    170    IFJ>127THEN230 
HO    180   B-. 
BK    190    SYS3114,PA/256,PAAND2  5S 

,15:X=X+X(J):Y"Y+Y(J) 
ED    200    IFCX<.)0R(X>7)THENX'>X-X 

(J) 
HC    210    IF(Y<.)0HtY>15)THENY-Y- 

Y(J) 
MP    220    PA=Y*80+X+42S9:SYS3114, 

PA/25  6,PAAND255,59:GOTO 

260 
CX    230   J=JAND15:IFB=1THEN250 
PA   240   9-l:SYS312S, (PA-4096)/2 

56, {PA-4096)AND255:RREG 

,,S:IFS>32THENS-. :ELSES 

-I 
JD    250    SYS3220,8-X,Y,S:SYS3158 

,AH,AL;SYS3254,AH,AL!SY 

S32  89:IFJ".THEN260:ELSE 

GOTO190 
KK    260    GETAS:A=INSTR(Ma$,A$) : I 


72    COMPUTErs  Goiette    Juna  1988 


PA=.THEN160 

BS    270    IFA<5THE;N30a 

JR  280  A=A-4:ONAGOTO35a,3e0,40 
0,420,430,440,4  50,460,4 
70,480,490,500,520,540, 
550,560,570,580,600,610 
,630,640,650,660,670,66 
0,690,7B0 

SQ    290   A=A-2  8:t>NAGOTO790,800 

DE  300  A=A*2-1:CX-CX+X (A) :CI-C 
¥+Y(A) :SyS3114,CA/256,C 
AAND255,141 

PG  310  IF(CX<.)OR(CX>63>THENCX 
»CX-X(A) 

OB  320  IF(CY<,)0R(CY>3}THENCY- 
Cy-Y(A) 

JM  330  CA=CY*80+CX+4270:SYS312 
5, {CA-4096)/256, (CA-409 
6)AND255:RREG,,C:AD-122 
88+C*16:AL=ADAND255:AH= 
AD/2 56 

AQ  340  SYS3254,AH,AL:SYS3289:S 
yS3114,CA/256,CAAND2S5, 
18l!GOTO160 

RJ  350  POKE2606,8:POKE2607,24: 
PRINT"{WHTl{2  HOME) 
(CLR) ": FORI -8T0. STEP -1: 
SYS3072,23,I:FORD=.TO99 
! NEXT: NEXT! SYS3072, 12,8 
:SYS3072,13,0:SYS3072,2 
0,24:SYS3072,23,8!DIREC 
TORY 

PD  360  PRINT"  [RVS}PRESS  ANY  K 
EY  TO  CONTINUE" :GETKEYA 
$!FORI=BTO,STEP-1:SYS30 
72,23,I:FORD=.T099:NEXT 
! NEXT! SYS  30 72, 3 4, 96! FOR 
D-.T0  99:NEXT 

JP  370  SYS3072,12,0:SYS3072,13 
,0:SYS3072,20,16:POKE26 
06,0! POKE2607,16:SYS307 
2,34, .!FORI=,T0e:FORD=. 
TO99:NEXT:SYS3072,23, I: 
NEXT:GOTO160 

KS  360  SYS3744!WINOOW14,20,77, 
23,1: INPUT"{WHT}SAVE  FI 
LENAME";FS:IFFS=""THEM1 
50 

SQ  390  BSAVE (F5) ,PB192T0P12283 
: GOTO 150 

PG  4fl0  WINDOW14,20,77,23,1: INP 
UT"{WHT)[.OAD  FILENAME"; 
F$:IFF$=""THEN150 

JJ  410  BLOAD(FS) ,P8192:SYS3784 
: SYS  32 54 , AH , AL: SYS 32B9: 
GOTO150 

BE    420    SYS3568,W,X;GOTO140 

SJ    430    SYS3443,W,Y:GOTO140 

PP    440    SYS3419,W,Y:GOTO140 

XM    450   SYS3590,W,X:GOTO140 

RR    460    SYS3670,W,R:GOTO140 

MJ    470    SYS3612,W:GOTO140 

KS    480    SYS3641,W!GOTO140 

RR    490    SYS3711,W,R!COTO140 

CB  500  W"XOR(W, 1} !WINDOW1,20, 1 
0,23: IFW=lTHENW5-"f6J  0 
N"  :ELSEW$="f6>0FF" 

PP    510   CHAR1,6, .,WS!GOTO160 

PB  520  P»XOR  (P,l) !WIWDOW1,20,1 
0,23: rFP=lTHENP$="{6JPA 
RT   ":ELSEPS="(6}WH0LE" 

HX    530    CHAR1,3,1,P$:GOTO160 

DG    540   SYS34B6:GOTO140 

PB    550   SYS3  527:GOTO140 

QP  560  GOSUB590:SYS3406,T:GOTO 
140 

GQ  570  GOSUB590:SYS3196:SYS338 
9,T:GOTO140 

DJ  580  GOSUB590:SYS3196:SYS346 
7,T!GOTO140 

QB  590  IFP=lTHENT=y: RETURN: ELS 
ET"R: RETURN 


DB    60  0 
SQ    610 


AC    620 


RX  630 

ER  64  0 

JJ  650 

BP  660 


EG  670 
SQ   680 

GA    690 

AF    70fl 

QS  710 
EP    720 

AQ  730 
AC  740 
AF   750 

MH  760 
PR    770 


KM  780 

GD  7  90 

XE  800 

CQ  810 

PF  820 


CQ    B30 


SYS3136;GOTO140 

WINDOW14,20,77,23,l!PRI 

NT"ARE    YOU    SURE?";GETKE 

yAS:lFA$="N"ORAS<>"Y"TH 

EN150 

BANK14:SYS3890,208+CC*8 

: BANKl 5 : S  YS  3  7  8  4 ; S  YS  32  54 

,AH,AL;GOTO140 

G0SU8 5 90! SYS  31 96: SYS  3 82 

0,T:SYS3208;GOTO14B 

SYS3  94  9:GOTO160 

SyS3961:GOTO140 

RA"  (2  08+CC*8) '2  56+ (C*8) 

:BANK14:F0RI=.T07:POKE2 

816+I,PEEK(RA+I) :NEXT!F 

ORIaBT015!POKE2816+I, .; 

NEXT;BANK15:GOTO14  0 

SYS3114, PA/256, PAAND255 

,15!X-, :Y-. ;PA=4259:SYS 

3114, PA/2  5  6 , PAAND  2  55,59 

! GOTO  160 

WINDOW14,20,77,2  3,1:PHI 

nt"{wht}quit  character 
£space)set";print"are  y 

OU    SURE7":GETKEYA$:IFAS 

s"N"ORA5<>"Y"THEN150:EI:, 

SEGOTO60 

IFR-70RR-1 5THENV-R! GOTO 

710 

WINDOW14,20, 77,2  3,1: INP 

UT"lWHT)i    CHARACTER    ROW 

S    USED   FOR    ACTUAL    DISPL 

Ay(8/16)  ";V:V=V-1:  IFVO 

7ANDVO15THEN700 

F0RI=8T0.STEP-1: SYS  3072 

,2  3, I:FORD-.T099:NEXT:N 

EXT: SYS  3072, 34, 96 

IFV-15THENSYS 3072, 4,15: 

SYS3072,5,6:SYS3072,6,1 

2:SYS3072,7,15:SYS3072, 

9, 15:WINDOW0,0,79,11:SY 

33072,11, 15: ELSEPRINT" 

{2   home}" 

POKE2606,8:POKE260  7,24: 

PRINTCHR$(11) "fWHT) 

{CLR)";:3YS3072,12,8:SY 
S3072,13,0:5YS3072,20,2 
4 

PRINTCHH5 [142) TAB (34) "S 
AMPLE   F0NT":PRINTTAB{18 
) "(DOWNltCYN)PRESS    ALT 
{SPACE)TO    RETURN   TO   MAI 
N    SCREEN{WHT}"CHRS (14) 
SYS  3072, 34,. "FORI^.TOV; 
FORD=.TO99:NEXT:SYS30  72 
,23,  I:NEXT!SYS3973:FORI 
=120TO113STEP-1:SYS3072 
,22, I:FOBD=.T0  99:NEXT:N 
EXT:FOnD=. T099:NEXT 
IFV=1STHENSYS 3072, 4,32: 
SYS  3072, 5, 224: SYS  3072, 6 
,2  5:SYS3072,7,29;SYS307 
2,9,231:SYS3072,23,232: 
SYS3072, 11,7 
EYS3072,I2,0:SYS3072,13 
,0:SYS3072,20,16:POKE26 
0  6 ,  0  :  PO  KE  2  60  7 , 1 6 :  PR  I NTC 
HR$(142) :W1NDOW14,20,77 
,2  3,1:FORI=113TO12  0:FOR 
D=. TO  99: NEXT: SYS  3072, 22 
,l!NEXT;GOTO160 
SYS3997:GOTO140 
SYS4  019;GOTO140 
WINDOW 14, 8,77, 17, 1;H=H+ 
1:  IFH  =  4THBNH  =  1 
ONHGOTO820,910,970 
PRINT" {WHT) (B) CHARACTER 
EDIT    FEATURES"SPC(11) " 
{b)MISC.    FEATURES" 
PR INT" (3    SPACES }R 
(3    SPACES)-    ROTATE   CLOC 
KWISE"SPC(12) "T 


{3   SPACES}-  TYPE/TBY  FO 

NT" 
MK    840    PRINT" SHFT-R    -   ROTATE    C 

OUNTERCLOCKWISE 

{2    SPACES)CMMD-9    -    REV 
(SPACE) 1ST    TO    2ND    HALF" 
XG    B5a    PRINT"CTRL-R    -    REVERSE" 

SPC(21)"0{3    SPACES)-    RE 

STORE   CHAR" 
SJ    860    PRINT"[3    SPACES)F 

{3    SPACES)-    FLIP"SPC(21 

)"SHFT-0    -   STASH   CHAR" 
QA    870    PRINT" {3    SPACES  )M 

{3    SPACES)-    MIRROR"SPC( 

19)"SHFT-N    -   RESTORE    RO 

M   CHAR    SET" 
XE    830    PRINT" (3    SPACES )E 

(3    SPACES)-    EXPAND   CHAR 

"SPC{17) "0(3    SPACES)-    Q 

UIT   CHAR    SET" 
DS    8  90    PR  INT" (3    SPACES }C 

{3    SPACES)-   COMPACT   CHA 

R"  :PRINT"SH-CLR    -   CLEAR 
CHARACTER" 
XG    900    PRINT" (3    S PACES }N 

(3    SPACES)-    RESTORE   ROM 
CHAR"; :GOTO160 
FS    910    PRINTSPC(23) "{WHT){B)SC 

ROLLING   FEATURES" 
FP    920    PRINTSPC(7) "SCRL    UP"SPC 

(32)"SCRL  COL    UP" 
BS    930   PRINTSPC{10) "t6}3"SPCC4 

0) "Y": PRINT" (DOWN) 

{WHT} SCRL"SPC (11 ) "SCRL" 

SPC(22) "SCRL"SPC(11)  " SC 

RL" 
RA    940    PRINT"    LEFT    {6J4"SPC(7) 

"6     (WHT}RIGHT"SPC{21> "R 

0W(2    SPACES) t6JG"SPC (7) 

"H     (WHT) ROW" 
CM    950    PRINTSPC(42) "LEFT"SPC(1 

1) "RIGHT": PRINTSPC (10)  " 

<6J{DOWN)2"SPC(40)"B" 
XC    960    PRINTSPC (6) "(WHT) SCRL   D 

OWN"SPC(30)"SCRL   COL    DO 

WN";:GOTO160 

QF    970    PRINT" (WHT) {B)DISK   COMM 
ANDS"SPC(21) "{B)T0GGLES 

ft 

EK    980    PRINT"{3    SPACES)D 

(3    SPACES}-    DIRECTORY"S 
PC(16)"W{3    SPACES)-    WRA 
P    ON/OFF" 
HA    990    PRINT" (3    SPACES }S 

(3    SPACES)-    SAVE   CHAR    S 
ET"SPC(12)"P(3    SPACES)- 
PART/WHOLE    CHAR    EDIT" 
CH    1000    PRINT"(3    SPACES]L 

(3    SPACES}-    LOAD   CHAR 

(SPACE) SET": PRINT" 

(3    SPACES)@(3    S PACES )- 

DOS   COMMAND": PRINT" 

(B) (DOWN)CURSOR    FEATUR 

ES" 

RA    1010    PRINT"    HOME (2    S PACES )- 

HOME    CHAR    EDIT    CURSOR 

": PRINT"CURSOR" : PRINT" 

KEYS (2    SPACES}-   MOVE 
{SPACE}CHAR    SELECT   CUR 
SOR"; :GOTO160 
RJ    1020    1FA5="{STOP)"THENSTOP 
XG     1030    IFDS<>.THENPRINTDS$:RE 

SUME160 
XH    1040    DATA. ,-1,1, -1,1, .,1,1, 
.,1,-1, 1,-1, .,-1,-1 

Program  3:  EXCELOBJ. 

0C00:8D    00   D6  2C  00  06  10    FB    F3 

0C08:8E    01   D6  60  8D  00  D6    2C   CE 

0C10:00    D6    10  FB  AE  01  D6    60    27 

0C13:SE    30    0B  AA  A9  12  20    0S    65 


COMPUTEfs  Gazaae    June  1988    73 


0C2Q: 

0C 

A9 

13 

AE 

30 

OB 

20 

GC2a: 

0C 

eo 

20 

18 

0C 

98 

AA 

0C30: 

IE- 

20 

00 

OC 

60 

20 

18 

0C3B: 

A9 

IF 

20 

0C 

0C 

8A 

A8 

gc40: 

AZ 

0F 

A9 

00 

9D 

00 

0B 

0C48: 

10 

FA 

60 

A2 

0F 

A9 

00 

0C50: 

10 

OB 

CA 

10 

FA 

60 

20 

0C58: 

0C 

A0 

00 

A9 

IF 

BE 

00 

aC60: 

20 

00 

0C 

C8 

C0 

10 

D0 

Bceai 

60 

20 

18 

OC 

A0 

00 

A9 

0C70 

BE 

10 

0B 

20 

00 

0C 

C8 

0C78; 

10 

DO 

F5 

60 

A  2 

0F 

BO 

0C@0: 

0B 

9D 

10 

OB 

CA 

10 

F7 

0CB8: 

A2 

0F 

BD 

10 

0B 

90 

00 

0C90 

CA 

10 

F7 

60 

BE 

31 

0B 

0C9a 

38 

A9 

00 

2A 

CA 

DO 

FC 

0CA0 

31 

0B 

C0 

00 

D0 

09 

49 

ecAS 

3D 

00 

0B 

9D 

00 

OB 

60 

0c:b0 

00 

OB 

90 

00 

0B 

60 

20 

0CBe 

0C 

A9 

IF 

A0 

00 

20 

OC 

0CC0 

8A 

99 

00 

0B 

A9 

IF 

C8 

0CCB 

10 

D0 

F2 

60 

48 

8A 

48 

0CD0 

40 

0C 

68 

AA 

68 

20 

56 

0CD8 

60 

a9 

A3 

8D 

39 

0B 

A9 

0CE0 

BD 

3A 

0B 

8D 

3B 

0B 

80 

0CE8 

SB 

AC 

3B 

0B 

B9 

00 

0B 

eCFfl 

3C 

0B 

0E 

3C 

0B 

90 

05 

0CF8 

A0 

4C 

FE 

0C 

A0 

20 

AD 

0000 

0B 

AE 

39 

0B 

20 

2A 

0C 

0008 

3D 

OB 

CO 

07 

F0 

OE 

EE 

0D10 

:0B 

GE 

39 

0B 

DO 

03 

EE 

0D18 

0B 

4C 

F2 

OC 

18 

AD 

39 

0D20 

=  69 

49 

8D 

39 

0B 

AD 

3A 

0D2a 

:69 

00 

8D 

3A 

OB 

EE 

3B 

0D3  0 

:A0 

00 

8C 

3D 

0B 

AC 

3B 

0D38 

:C0 

10 

00 

AD 

60 

A8 

A2 

004  0 

:B9 

00 

0B 

90 

10 

0B 

5B 

0048 

10 

F6 

20 

SB 

0C 

60 

A8 

0D50 

00 

0B 

49 

FF 

99 

00 

OB 

0058 

10 

FS 

60 

C9 

00 

DO 

04 

0oe0 

•00 

OB 

60 

18 

7E 

00 

OB 

0068 

•01 

60 

A9 

80 

ID 

00 

OB 

0D70 

:00 

0B 

60 

C9 

00 

D0 

04 

0D78 

:00 

0B 

60 

18 

3E 

00 

0B 

0D80 

!01 

60 

A9 

01 

ID 

00 

0B 

0088 

:00 

0B 

60 

AA 

A0 

08 

7E 

0D90 

:0B 

3E 

10 

OB 

3B 

DO 

F7 

0D98 

!10 

F2 

20 

88 

0C 

60 

20 

0DA0 

:0C 

A9 

01 

8D 

38 

0B 

A2 

0DAe 

:A0 

07 

AD 

38 

0B 

5E 

00 

aoBB 

.90 

06 

19 

10 

0B 

99 

10 

0DBB 

:88 

10 

EF 

OE 

38 

OB 

EB 

0DC0 

08 

00 

ES 

20 

88 

OC 

60 

0DC8 

t4B 

0C 

A9 

80 

8D 

38 

0B 

0DD0 

00 

A0 

07 

AD 

38 

0B 

IE 

0008 

OB 

90 

06 

19 

10 

OB 

99 

0OE0 

OB 

SB 

10 

EF 

4E 

3B 

OB 

0DE8 

E0 

10 

00 

E5 

20 

BB 

0C 

0DF0 

80 

30 

0B 

8E 

31 

OB 

20 

0DF8 

00 

AD 

30 

0B 

AE 

31 

OB 

0E00 

SB 

00 

20 

C7 

0D 

60 

BO 

0E08 

OB 

8E 

31 

0B 

20 

9E 

00 

0E10 

30 

0B 

AE 

31 

0B 

20 

73 

0E18 

20 

C7 

0D 

60 

A8 

A2 

OF 

0E20 

00 

0B 

08 

C0 

00 

F0 

0D 

0E2e 

90 

0B 

BO 

00 

0B 

09 

01 

0E30 

30 

0a 

DO 

01 

23 

CA 

10 

0E38 

60 

A8 

A2 

OF 

5E 

00 

OB 

0E40 

C0 

00 

F0 

0D 

28 

90 

OB 

0E48 

00 

0B 

09 

80 

90 

00 

0B 

0ES0 

01 

28 

CA 

10 

E7 

60 

A8 

0E58 

00 

0B 

8D 

3C 

0B 

EB 

8E 

0E60. 

OB 

A2 

01 

BD 

00 

0B 

90 

0EG8- 

0A 

E8 

EC 

31 

0B 

D0 

F4 

0E70 

00 

F0 

07 

AD 

3C 

0B 

9D 

0E78 

0A 

60 

A9 

00 

4C 

76 

OE 

0EB0 

BD 

00 

OB 

80 

3C 

0B 

CA 

0E88: 

00 

0B 

9D 

01 

0B 

CA 

10 

0E90 

C0 

00 

F0 

07 

AD 

3C 

0B 

0E98 

00 

OB 

60 

A9 

00 

4C 

97 

0EA0 

.AS 

10 

8D 

39 

OB 

A9 

20 

0EA8 

FB 

A9 

00 

AA 

85 

FA 

A9 

0EB0 

20 

18 

0C 

A0 

00 

A9 

IF 

0EaS 

0C 

0C 

8A 

91 

FA 

C8 

00 

0EC0 

E6 

FB 

CE 

39 

0B 

D0 

EE 

00 

E3 

A9 

A5 

0C 

60 

60 

EO 

CA 

70 

9D 

lA 

18 

3F 

0B 

38 

F5 

74 

IF 

F3 

CO 

Dl 

00 

SE 

60 

IF 

OB 

4B 

AA 

11 

AE 

IC 

FF 

69 

ID 

A4 

IB 

71 

0C 

D3 

C0 

51 

20 

9E 

0C 

40 

00 

22 

3D 

E6 

8D 

3B 

A0 

B4 

3A 

30 

AC 

91 

30 

E6 

3A 

EO 

0B 

DE 

0B 

15 

0B 

El 

0B 

BC 

00 

96 

88 

79 

B9 

Al 

BB 

CI 

5E 

4A 

BO 

85 

9D 

F4 

IE 

5F 

B0 

9B 

9D 

15 

00 

3E 

CA 

B4 

4B 

71 

00 

57 

0B 

EA 

0B 

A2 

EO 

9A 

20 

27 

A2 

CE 

00 

F8 

10 

DE 

EB 

FS 

60 

8B 

9E 

DC 

20 

2C 

30 

C2 

AD 

67 

0D 

BC 

IE 

E9 

28 

12 

9D 

23 

E7 

AD 

08 

05 

BO 

03 

D0 

24 

AO 

11 

31 

F6 

FF 

0E 

C0 

BA 

FF 

CD 

A8 

E7 

BO 

17 

F7 

C6 

80 

9D 

OE 

8C 

85 

9F 

30 

73 

20 

73 

F5 

DA 

60 

96 

0Eca 

OED0 
0ED8 
0EE0 
0EE8 
0EF0 
0EF8 
0F00 
0F08 
0F10 
0Fia 
0F2O 
0F28 
OF  3  0 
0F3a 
OF40 
0F4B 
0F50 
0F58 
0F60 
0F68 
0F70 
0F78 
0F80 
0F88 
0F90 
0F9a 
0FA0 
0FA8 
0FB0 
0FB8 
0FC0 
0FC8 


A9 
FA 
Bl 
C8 
30 
30 
OB 
0B 
36 
AE 
39 
OE 
3B 
FE 
A9 
Bl 
F7 
02 
CO 
85 
C9 
00 
60 
0B 
20 
08 
D2 
0F 
99 
BB 
A0 
BB 
60 


20  B5 
A9  30 
FA  AA 
D0  F5 
D0  ED 
8D  3A 
A9  00 
AE  3  9 
0B  20 
39  0B 
0B  69 
EE  3B 
0B  C9 
0E  85 
00  85 
FA  91 
18  9B 
E6  FB 
10  DO 
FC  90 
30  DO 
OB  90 
A2  0F 
CA  10 
E4  FF 
F0  F5 
FF  4C 
BO  00 
10  0B 
0C  60 
OE  B9 
88  CA 
00  00 


FB  A9 
20  18 
A9  IF 
E6  FB 
60  80 
0B  A9 
BD  39 
0B  20 
4£  0D 
20  56 
10  8D 
0B  EE 
40  D0 
FB  A9 
FA  85 
FC  CS 
65  FA 
A9  00 
F9  18 
02  E6 
D2  60 
20  0B 
BD  20 
F7  60 
D0  0A 
20  9F 
BS  OF 
0B  99 
38  CA 
20  4B 
00  0B 
10  F5 
00  00 


00  AA 
0C  A0 
20  00 
AS  FB 
36  OB 

38  8d 
0B  AD 
B6  0C 
AO  3B 
0C  18 

39  0B 
3A  OB 

01  60 
20  85 
FC  A0 
C0  0  8 
85  FA 
91  FC 
98  65 
FO  AS 
A2  OF 
CA  10 
OB  9D 
20  6F 
AS  D3 
CD  60 
A2  07 
10  08 
10  F2 
0C  A2 
90  10 
20  88 
00  00 


85  5A 

00  0F 

OC  02 

C9  FA 

A9  lA 

3B  05 

3A  69 

AD  ca 

0B  80 

AD  F7 

90  BB 

AO  3D 

4C  7B 

FD  93 

00  EC 

00  22 

90  4  6 

C8  4C 

FC  7F 

FD  2B 

BD  23 

F7  A2 

00  95 

CO  88 

29  B4 

20  C4 

A0  B3 

83  12 

20  IE 

07  FA 

0B  OB 

0C  EC 

00  17 


Program  4:  EXCELOBJI. 


1300:A9 
1308:80 
1310:13 
1318: 3A 
1320:3A 
1328:20 
1330:10 
1338:0C 
1340:03 
1348:06 
1350:04 
13S8;00 


00  BD 
3C  0B 
BO  39 
OB  A2 
0B  AE 
2A  0C 
AE  39 
EE  3C 
EE  3A 
EE  36 
90  B8 
00  01 


36  0B 

AE  36  0B 

0B  BD  SB 

3F  8E  38 

39  0B  AC 

IB  AD  3A 
OB  AO 
0B  EE 
0B  CE 

08  AE  36 

60  AE  FE 

01  00  00 


8D 


8D 
39 
38 


38  0B  lA 
BD  54  FD 
13  8D  FD 
0B  AO  7F 
3C  0B  IE 
0B  69  CI 
20  2A  B7 
OB  00  9B 
0B  10  19 
0B  E0  52 
4E  9E  66 
00  00  AE 


Program  5:  EXCELUTL 

XC  10  GRAPHICS, 1:C0L0R6,1:PRIH 
TCHHS  U42)CHR$  (5)  ;  :  IFT  =  . 
THBNT=1 ! B LOAD" EXCEL. OB J2 


HA  20  PRINTSPC(3Z)"{b)EXCELF0N 
T  UTILITy":PRINTSPC(27) " 
(DOWN} {YEL}1)  COMBINE  CH 
ARACTER  SETS":PRINTSPCt2 
7) "2)    DIRECTORV" 

CG  30  GETAS:A  =  VAL(A5)  :  IFAOIAN 
DAO2THEN30 

FS    40   ONAGOTO50,70 

QE  50  INPUT"  {DOWNHpUR)EXCELFO 
NT  CHARACTER  SET  {WHT]1 
{PUR}  FILENAME";F1S: INPU 
T"(PUR)EXCELF0NT  CHARACT 
ER  SET  (WHT)2(PUR}  FILEN 
AME";FZ$: INPUT" (DOWN} {G J 
MERGED  CHARACTER  SET  FIL 
ENAME";F35 

XO  60  BL0AD(F1$) ,PB192:BLOAD(F 
25) ,P1228  8:8SAVE (F3S) ,P8 
192TOP16383:GOTO10 

SC    70    DIRECTORY: PRINT" (DOWN) 
{RVS} {WHT)PRESS    ANY    KEY 
{SPACE}T0   CONTINUE" :GETK 
EYA$:G0TOia 

Program  6:  EXCELOBJ2. 

0C00:A0  00  80  00  FF  A2  12  A9  72 
0C08:20  8S  FB  20  CC  CD  E8  A9  2C 
0C1O:00    85    FA    20    CC   CD   A0    00   C9 


OClBsBl  FA  20  CA  CD  C8  D0  F8  A4 
0C20:E6  FB  AS  FB  C9  40  D0  F0  01 
0C2e:60   00    00   00   80    00    00    00    "^^ 


BEFORE  TYPING  .  .  . 
Before  typing  in  programs,  please 
refer  to  "How  to  Type  In 
COMPUTEt's  GAZETTE  Programs," 
elsewhere  in  this  issue. 


Pointer 

See  instructions  in  article  on  page 
52  before  typing  in. 

Program  1:  Pointer 


CF00: 

78 

A9 

40 

3D 

14 

03 

A9 

CF 

F6 

CF08: 

8D 

15 

03 

58 

A2 

3F 

BO 

B2 

D9 

CF10 

CF 

9D 

C0 

02 

CA 

10 

F7 

A9 

67 

CF18: 

64 

80 

0E 

00 

8D 

0F 

DO 

A9 

10 

CF20: 

01 

ao 

2E 

00 

A9 

80 

SD 

15 

FS 

CF28: 

D0 

AD 

IB 

D0 

29 

F0 

4A 

4A 

97 

CF30 

18 

69 

03 

85 

FC 

A  9 

FF 

85 

03 

CF38 

FB 

A0 

00 

A9 

OB 

91 

FB 

60 

8F 

CF40 

AD 

00 

OC 

A0 

00 

A2 

00 

4A 

31 

CF43 

B0 

03 

CE 

OF 

DO 

4  A 

B0 

03 

DF 

CF50 

EE 

0F 

D0 

4A 

B0 

03 

CE 

0E 

27 

CF58 

00 

4A 

B0 

03 

EE 

0E 

00 

AD 

38 

CF60 

OF 

D0 

C9 

31 

00 

03 

EE 

0F 

87 

CF68 

00 

AD 

0F 

00 

C9 

F7 

D0 

03 

9D 

CF70 

:CE 

0F 

D0 

AD 

10 

00 

29 

80 

C6 

CF78 

DO 

IC 

AD 

0E 

00 

C9 

17 

DO 

CA 

CF80 

03 

EE 

0E 

D0 

AD 

OE 

D0 

C9 

3D 

CF88 

00 

D0 

24 

AD 

10 

D0 

09 

80 

12 

CF90 

BD 

10 

00 

4C 

AF 

CF 

AO 

0E 

FF 

CF98 

D0 

C9 

54 

DO 

03 

CE 

OE 

00 

EA 

CFA0 

AO 

0E 

D0 

C9 

FF 

00 

08 

AD 

52 

CFA8. 

10 

00 

29 

7F 

BD 

10 

00 

4C 

3C 

CFB0- 

31 

EA 

F0 

00 

00 

E0 

00 

00 

45 

CFB8 

90 

00 

00 

03 

00 

00 

00 

00 

21 

CFC0 

00 

00 

00 

00 

00 

00 

00 

00 

60 

CFC8 

00 

00 

00 

00 

00 

00 

00 

00 

68 

CFD0 

00 

00 

00 

00 

00 

00 

00 

00 

70 

CFDB 

00 

00 

00 

00 

00 

00 

00 

00 

78 

CFE0 

00 

00 

00 

00 

00 

00 

00 

00 

80 

CFE8 

00 

00 

80 

00 

00 

00 

03 

00 

88 

CFF0 

00 

00 

00 

00 

00 

00 

00 

00 

90 

Program  2:  Finder 


GF    10    REM    COPYRIGHT    1988    COMPU 
TEl    PUBLICATIONS,     INC.    - 
ALL    RIGHTS    RESERVED. 
HR    20    IFAC>lTHENA=l![.OAD"POINT 

ER",a,l 
PA    30    SYS52992 
GA    40    DIHC(39) 

PD    50    PRINT" {CLR} "; :GOSUB160 
OR    60    FORI=0TO39:C[I)  =  PEEKU02 

4+1) ;NEXT 
HS    70   WAITS6320,16,  16 
JM    80    Xl=  (  (PEEK[53262)-255*(PE 

EK(S3264)=12a) ) -24 ) /8 
CR    90    Y%=(PEEK(53263)-49)/8:SL 

=40*Y%+Xi 
FA    100    PRINT"{HOME) (RVSlX=";X% 

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MP    110   GETA5:IFAS=""THEN110 
XK    120    IFA5'="Q"THENPRINT"{CLR} 

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DE    130    IFASO"    "THEN110 
KX    140    FORI=0TO39:POKE1024+I,C 

(I)  SNEXT 
MX    150    GOTO70 
HH    160    PRINT"tCLR} {9    DOWN) "TAB 

(13) "COPYRIGHT    1938" 
BB    170    PRINTTAB(7)"tD0WN)C0MPU 
TEl    PUBLICATIONS,     INC." 


74     COMPUTEis  Gazetto     June  1968 


RH    1B0 

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CMS 

General  Acct,  118  ...$119 

Inventory  118 $49 

OATA  EAST 

Breakjhru $19 

Commando $14 

Ikari  Warriors  $19 

Kamov ,,.Call 

ICidNikl $19 

Lock  Oi Call 

Speed  Buggy $19 

Tig  team  Wrefliin*  .  ,  ,$14 

Victory  Road $19 

tlATASOfT 
AFtermte  Reality: 

TheOy $19 

The  Dungeon $16 

Dari  Lord  $14 

Clobal  Commmder ...  $19 
Hunt  for  Red  Octolier  $33 

fonuhawk $21 

Video  Title  Shop  wl 

Graphics  Companion  $31 
DAVIDSON 

Algeblaster   $32 

Math  Blaster $32 

Speed  Reatter  3 $12 

Spell  it $32 

V\bfd  Attack $32 

DESIGN  WARE 
Body  Transpareni ....  .$19 
European  Natlotu  , . ,  ,$19 
Mission  Algebra. ... ,  ,$19 

SpellkBpter $19 

Stalest  traits $19 

DIGITAL  SOLUTIONS 

Pocket  Filer  2 $31 

Pocket  PLinner  2 $33 

Pocket  Writer  2 $31 

■aB  3  in  1  Super  Pack. $59 
ELECTRONIC  ARTS 

Alien  Fires $19 

American  Civil  War  ..$26 

Arctic  Foi  . $23 

Band's  Tale  1  oc  2  .$36  Ea. 
Bards Tifc  1  or 3  Hin»«$9  Ea. 

Chessraaitei  HMM $26 

Chuck  Vae][er'sAFT...$U 

Demon  Stalker $21 

DrasonS  Lair $19 

Earth  Orbit  Station  ...  $11 
Halls  of  Montezuma  . ,  $26 

Insunt  Music $11 

Legacy  d(  AlKlenlj   .  .  .$11 

Marble  Madness $21 

Master  Ninia $19 

Monofnly $26 

Patton  vs,  Aommel, . ,  ,$11 

l^^ius $21 

Rockfofl) $11 

Scrabble   $23 

Scruples $13 

Skyloi  2 $21 

Sliate  or  Die $21 

Star  Fleet  1 $16 

Strike  Fleet  $21 

Twilights  Ramom CaJI 

WorWTour  CoH $11 

FPYX 
Boulder  Dash 

Construction  KH $14 

California  Caim  $24 


Oiairfi.  Wrestling $14 

Coil  Cop $14 

Create  A  Calendar $19 

Destroyer $24 

f«t  load  (R) $14 

4 1 4  Off  Road  R*cin|  $14 
The  Games: 

Winter  Edition $14 

Omicron  Corisplracy,  ,$14 

Rad  Warrior $14 

Spiderbot $14 

Spy  vs.  Spy  3: 

An^lc  Antics  $14 

street  Sports: 

Baseball $14 

Baske<l»ll $34 

$ub  Battle  Simulator  . ,  124 

Sumnser  Games $14 

Summer  Games  1  . ,  ,  .$14 
Temple  Apshal  Trilogy  .$14 

Winter  Games $14 

World  Games $34 

FIREBIRD 

Elite $19 

Guild  of  Thieves  ....  ,$25 

Knight  Ore $15 

Slirilider $25 

The  Pawn  $15 

CAMESTAR 

ChampL  Baseball |19 

Champ  Basketball $21 

CFl  Ch.  fiwIlMlt $21 

$tar  Rant:  Boiing  3  , ,  ,$19 
Top  Fuel  Elifiurutor . , ,  $19 
HAYOtN 

Sarjon  3   $14 

SAT  Comfilete ,  .$15 

INFtXOM 

Beyond  Zork  12B $19 

Border  Zone $23 

leather  Goddesses  ,  ,  .  S13 
Notd  &  Ben  Couldn't  Make 

Head  or  Fall  of  II ,  ,  .  $23 
Sherlock:  The  Riddle  of  the 

Crown  jewels  , , , . .  ,$13 

StationJatl   $13 

The  Lurking  Horror , ,  .$23 

ZoriiTritogy $29 

INKWELL  SYSTEMS 

#17D  DeluteLP $69 

41 B4C  Light  Pen $44 

FleKidraw  S,S $23 

Graphics  Irttregrator  2  $19 

rNTItACQRP 

Bumper  Sticker  Maker  $31 

Business  CarrJ  MaWr,  .$33 

Button  S.  Badge  Maker  $13 

kO.MAMI/ACriON  CITY 

Boot  Cani{> Call 

Contra $19 

kckal..... $19 

Rush  'n  Attack/Yle 

Ar  Kung  Fu $19 

LOGICAL  DESIGN 

Club  Backgammon  , , ,  Call 

Vtgas  Craps $19 

Vegas  Gambler  $19 

MICROLEACUE 

Baseball $25 

Bm  Score  Statj $16 

General  Manager $19 

1986  Team  Data  Disk  ,114 

1987  Team  Data  Disk  .$14 

WWF  Wrestling $19 

MICROPROSE 

Aerojet $16 

Airborne  Ranger $23 

COfiflkl  In  Vietnam  , .  .$25 
Crvsade  In  EurtJije ....  $25 


MS  Strike  Eagle $21 

CttlHhq> , $33 

Kennedy  Approach  , , .  $16 

Pirates $15 

Prolecl  Stealth  Fighter  $25 

RedSlonn  Rising Call 

Silent  Service   $13 

Top  Gunner $16 

MINOSCAW 

Bad  Street  Brawler  ,,,$19 

Sop  &  Wrestle $19 

Color  Me:  The  Computer 

Cokiring  Kit $21 

•Oeeper  Dungerms  . . .  $16 

Deja  Vu $21 

Gauntlet $23 

High  Roller .$19 

Indoor  Sporis $19 

inflhrator  1  or  2  ,,$19  Ea, 
Into  the  Eagle's  Nest  ..$19 

Living  Daylights $19 

MISl  Soccer $23 

Paperboy $13 

Perled  Score  SAT $44 

Road  Runner $31 

Super  Star 

Ice  Hockey $31 

Super  Star  Soccer  ....  $23 

Uihi  Mata  judo $t9 

•Requires  Gauntlett 
MISC 

Bob's  Term  Pro $19 

Bob's  Term  Fro  138.., $19 

C.P.Copy3 $21 

Doodle   $25 

Final  Cartridge  1. $47 

Font  Master  1 $29 

Font  Master  IIS $35 

Superbase  64 $19 

Superlrase  IIS $44 

SuperKflpt  64  .  ....  ,  ,$29 

Superscript  tlS $39 

ORIGIN 

AutoducI ,  ,  $31 

MotWus $15 

Ogre  $19 

Uhlnta  1  or  3  , , ,  ,$1S  Ea. 

Ultima  4 $39 

UHlmaS $39 

PROFESSIONAL 

fleet  Filer  $19 

Fleet  System  2  t>lus,..$39 
Fleet  System  4  12B  ...$47 
SIMON  &  SCHUSTER 

Chem,  Ub,,. $25 

|K  lasser  Money  Mgr.  .$15 

Typing  Tutor  4 $25 

SIR  TECH 

Deep  Space $15 

WIrardry:  Proving 

Cnxindi $25 

SOFTWURt  SIMULATIONS 

Football $19 

purr  Slat  Baseball $25 

Purr  Stat  College 

SasketbatI $25 

•Data  Disk)  Avail Call 

SPRINGBOAHO 

CerilOcate  Maker $14 

CM,  LibraiYHil,  1.,$9JSB 
Newsroom  ,,.....,.,  $14 
N,R,  Clip  Ari  Vol.  1  .$9jS8 
U.K.  Clip  Art  Vo\.  2  ,$9,BB 
N,ll,  ClipArl  VW.  3,$9,88 
P.S.  Graphics  Expander  $23 
SSI 

Battle  o(  Antletam $32 

B-24 $13 

Elnrul  Dagger $25 


Gettysburg $J7 

Kamplgruppe $37 

Panier  Strikel $29 

Phanusle  1,  2  or  3  $25  Ea. 
PresidrM  Elect  t9BS  .  .$16 

Quelimn  2 $15 

Realms  ol  Darluiess. .  .$15 

(tingi  of /ilfin $25 

Roadwar  2000 $25 

Roadway  Europa $25 

Shanf  of  Spring $2S 

Shik>h:  Grant's  Trial  .  .$25 

Sons  of  Liberty $13 

Wir  Came  Const,  Set  .$19 
VKir  in  S,  Pudfic  ,  ,  , .  .$17 

Warship $37 

Wiiard's  Crown $25 

SUB  LOGIC 

Flight  Simulator  2  .  ...$32 

F.S.  Scenery  Disks  ,  ,  ,  .Call 

let $16 

Stealth  Mission  ....'..$31 
THREE  SDfTY 

□ari  Castle $23 

TIMEWQRItS 

Accti  Payable $33 

AccU  Receivable $33 

Dau  Manager  2 $14 

Data  Manager  12S  . .  .$33 
Evelyn  Wbod  Reader  .  .$14 

General  Ledger $13 

Partner  64  IR) $15 

Partner  118  (R) ..$33 

Swiftcak/Sldewayt  (D)  .$19 
Swiflcaki'Sideways  128  $33 
Sylvia  hitter's  l^rsoisai 

Firt.  Planner  64  ,  ,  ,  ,  $25 
Sylvia  Porter's  ^rsonal 

Fin.  Planner  lie $31 

Wtord  Writer  3 $25 

Utord  Writer  128 $31 

UNICORN 

Oeclmal  Lhtngeon  , , ,  ,$19 

Fraction  Action $t9 

Percentage  Panic $19 

Race  Car  RKhmetic  , ,  .$19 

Ten  Little  Robots $19 

UNISON  WORLD 

Art  Gallery  1  orl,$16Ea. 

Art  Gallery:  Fantasy,  ,  ,$16 

Print  Matter  Plus iXi 

WEEKLY  READER 
Stickybear  Series: 

ABC's $16 

Math  1  or  2 $16  Ea. 

Numbers $16 

Opposites $16 

Reading $16 

SiKllgrdiber $16 

iypng $16 

ACCESSORIES 
Animation  Station , , , ,  $49 
Bonus  SS,  DO   ..$4,99  Be. 
Bonus  DS,  OD  ..$5.99  B>. 
Compuierve  Surter  Kit  $19 

Contrivrr  Mouse $39 

Disk  (Case  IHok))  75)$4AS 
Disk  Drive  Cleaner.  .$6M 
Epyi  500  XI  loystlck  .  .$14 

kontmlier $14 

Suncom  TAG  5  jj. $14 

WIco  Bat  Handle $17 

Wco  Boss $12 

xniC  Super  Cnphli  .$59 
)Cctec  Super  Crai^iK 

CDkl $S9 

XFTK  Super  Graphin  jr.$39 
•All  programs  on  disk 

unless  otherwise  noted! 


P.O.  BOX  1t1327--DEPT.  CG— BLAWNOX,  PA  15238 


*Pfca»  Rrad  The  folluwlrtK  Ordering  Trrmi  &  Condftiom  Cjrf fully  BLefort  Placing  Vbur  Order:  Orders  with  fashion  check  nr  money  order  shipped  JTmrh^dlJitely  on  in  Hock  hnns.  FVrVMUl 
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Siadum  DrSi  1 1  93 


AVALON  HILL 

«foa)vi  Sh«l  and  Iron  Meiv  S2D  93 

Sutw  em)  S(in»r  7<:94 

Ses  1915  Team  Disks  1193 

SBS  1996  Teim  Oitks  1193 

SBS  den  Ugi  Disk  1 1  93 


DAVIDSON 

AlgeMltei  129 13 

UitreiilKr  .                    2993 

SHU  II  .     7995 

Wad  Altai* 299! 


MICROILLUStONS 

LaMoUegenot                           12395 
Gamete  rr^rsJJOri  14  9! 

nwetarun  419! 

Ftefyrne  2993 

BitckJadl 239! 


ARTWORK 

nU  329  95 

B<idg>5  0  7,:  95 

f  It■>t^  1 1  95 

SoamlA  1 1  93 

GermaA  1 1 93 

llalran  1 1  93 

Slr«fWer  17t3 

Data  Disk  1 1  93 


DATA  EAST 

comma  noj  32095 

Steed  eugn  i'95 

Kartle  Chanv  73  93 

Tig  Team  Wrestling  20  95 

K>iNihi  SCALL 


ACTtONSAFE 

UOF*.Kotie  31995 

Tlhnderchopper  1995 


GAMESTAR 

ChimcKlOltugFtierltillt 
C;aA  &isl:elbilil  7  «n  ? 
Top  Fuel  ElirwuHr 
Sty  Rriftt  Boirng  ii 


AulD  Ou(< 

UlTmu  m 
Ullimi  tV 
UltimiV 


ORIGIN 


INFOCOM 


HitCMih:er's  G>j4* 
WQ  Comics 
HoBjrwBJd  Hkjifti 

I  wind  Htjmj 


■U  HOrr 


fvh  TtlKigy 
Burrtucficy 


MISC. 


32399 
23  93 
239! 
17  95 
179! 


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tun 


J2593 
17  95 

ICAU 
23  95 
73  95 
23  95 
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239! 
419! 
239! 
193 
209! 


NBA 

1299! 

Uodttras 

1193 

Pxman 

6  9! 

Ml  Ptcman 

69! 

Skliilem 

209! 

Wiiafdfy 

23  9! 

Dart  Casw 

20  93 

Strip  Psket 

17  93 

tJome  Bookeeoing 

.    23.93 

*»rp  Speed 

Sticky  Stat  (AJII 

ICALL 

793 
1793 

Tyiiinj  lulor  IV          ,    . 
Olwsts  JIM  GotJln 

2993 

1793 

1947 

1793 

Sutler  Snaoshoc  II 

ICALL 

TidJLr 

393 

Fleii*»w  im  Pert 
Fltii*a»35  Siiltware 

4993 

2095 

•FUcmg  S«nul»tw  Games 
■bag  Aica  EinwatH 

993 

14  U 

■F«a/C4niiJ0im 

44*1 

82    COMPUTEI's  Qaierta    Juno  1988 


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Qz.  commodore 

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COMPUTErs  G&zam     June  1988     B3 


How  To  Type  In 
COMPUTErs  Gazette  Programs 


Each  month,  COMPUTEI's  Gazette 
publishes  programs  for  the  Com- 
modore 128,  64,  Plus/4,  and  16, 
Each  program  is  dearly  marked  by 
title  and  version.  Be  sure  to  type  in 
the  correct  version  for  your  ma- 
chine. All  64  programs  run  on  the 
128  in  64  mode.  Be  sure  to  read  the 
instructions  in  the  corresponding 
article.  This  can  save  time  and  elim- 
inate any  questions  which  might 
arise  after  you  begin  typing. 

We  frequently  publish  two 
programs  designed  to  make  typing 
easier:  The  Automatic  Proofreader, 
and  MLX,  designed  for  entering 
machine  language  programs. 

When  entering  a  BASIC  pro- 
gram, be  especially  careful  with 
DATA  statements  as  they  are  ex- 
tremely sensitive  to  errors.  A  mis- 
typed number  in  a  DATA  statement 
can  cause  your  machine  to  "lock 
up"  (you'll  have  no  control  over  the 
computer).  If  this  happens,  the  only 
recourse  is  to  turn  your  computer 
off  then  on,  erasing  what  was  in 
memory.  So  be  sure  to  save  a  pro- 
gram before  ^ou  mn  if.  If  your  com- 
puter crashes,  you  can  always 
reload  the  program  and  look  for  the 
error. 


Special  Characters 

Most  of  the  programs  listed  in  each 
issue  contain  special  control  charac- 
ters. To  facilitate  typing  in  any  pro- 
grams from  the  GAZETTE,  use  the 
following  listing  conventions. 

The  most  common  type  of  con- 
trol characters  in  our  listings  appear 
as  words  within  braces:  {DOWN} 
means  to  press  the  cursor  down 
key;  {5  SPACES)  means  to  press 
the  space  bar  five  times. 

To  indicate  that  a  key  should 
be  shifted  (hold  down  the  SHIFT 
key  while  pressing  another  key), 
the  character  is  underlined.  For  ex- 
ample, A  means  hold  down  the 
SHIFT  key  and  press  A.  You  may 
see  strange  characters  on  your 
screen,  but  that's  to  be  expected.  If 
you  find  a  number  followed  by  an 
underlined  key  enclosed  in  braces 
(for  example,  {8  A}),  type  the  key 
as  many  times  as  indicated  (in  our 
example,  enter  eight  SHlFTed  A's). 

If  a  key  is  enclosed  in  special 
brackets,  %  |,  hold  down  the 
Commodore  key  (at  the  lower  left 
corner  of  the  keyboard)  and  press 
the  indicated  character. 

Rarely,  you'll  see  a  single  letter 
of  the  alphabet  enclosed  in  braces. 


This  can  be  entered  on  the  Commo- 
dore 64  by  pressing  the  CTRL  key 
while  typing  the  letter  in  braces.  For 
example,  {A}  means  to  press 
CTRL-A. 


The  Quote  Mode 

Although  you  can  move  the  cursor 
around  the  screen  with  the  CRSR 
keys,  often  a  programmer  will  want 
to  move  the  cursor  under  program 
control.  This  is  seen  in  examples 
such  as  {LEFT},  and  {HOME}  in 
the  program  listings.  The  only  way 
the  computer  can  tell  the  difference 
between  direct  and  programmed 
cursor  control  is  ibe  quote  mode. 

Once  you  press  the  quote  key, 
you're  in  quote  mode.  This  mode 
can  be  confusing  if  you  mistype  a 
character  and  cursor  left  to  change 
it.  You'll  see  a  reverse  video  charac- 
ter (a  graphics  symbol  for  cursor 
left).  In  this  case,  you  can  use  the 
DELete  key  to  back  up  and  edit  the 
line.  Type  another  quote  and  you're 
out  of  quote  mode.  If  things  really 
get  confusing,  you  can  exit  quote 
mode  simply  by  pressing  RETURN. 
Then  just  cursor  up  to  the  mistyped 
line  and  fix  it 


When  You  Read; 

(CLR} 

{ HOME} 

(UFJ 

{DOWN) 

{LEFT) 

{RIGHT] 

(RVS| 

(OFF[ 

{BLKj 

{WHTJ 

{RED} 

{CVN} 


Press: 


See: 


aaiHOME 


[siflFTj[G     _ 

[CLR/HOME  j 
{"sHIFf  I  [|jCRS"yj 

[XcmJ] 
I  shift" 


■^CRSR  — 


*— CRSR^ 


II 


CTRL 


blU' 


I15IDD.J 

cm]Q  1 
gRL  ]  I  :  j 
"cfR"r|  \~i    I 


CTRL 


o 


When  You  Read 

(PUR) 
{CRN) 
{BLUj 
{YELI 

(  n  I 

{   F2  } 

I  ra  ) 

i  H  I 
(  F5  I 
(  K  ) 
I  F7  ( 
{  F8  ) 


: 

Press: 

CTRL           5      1 

CTRL          6 

CTRL          7 

CTRL          8 

fl 

SHIFT          (1 

(3 

ISHIFT         fJ 

HE] 

SHIFT         (5 

17 

SHIFT         17 

See: 


When  You  Read: 

r 


Press: 


See: 


T] 


For  Commodore  G4  Only 

[commodore]  [T] 


i  si 


ic0MM0i)0«E|  [Tj 

Commodore!  fTl 

,  CO.M.MDDORE ,  |  4 


[COMMOD^]  [^ 

[commodore]'  [T] 
commodore]  [t  ] 


□ 


13 

■I 


[coMMobmi]  [_8^' 


84     COMPUTErs  Gazelle     June  1988 


GAZZETTE  e/U 


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Philip  I,  Nelson 

"The  Automatic  Proofreader"  helps 

you  type  in  program  listings  for  the 
128,  64,  Plus/4,  and  16  and  prevents 
nearly  every  kind  of  typing  mistake, 

Type  in  the  Proofreader  exactly  as 
listed.  Since  the  program  can't  check  it- 
self, type  carefully  to  avoid  mistakes. 
Don't  omit  any  lines,  even  if  they  con- 
tain unfamiliar  commands.  After  finish- 
ing, save  a  copy  or  two  on  disk  or  tape 
before  running  it.  This  is  important  be- 
cause the  Proofreader  erases  the  BASIC 
portion  of  itself  when  you  run  it,  leav- 
ing only  the  machine  language  portion 
in  memory. 

Next,  type  RUN  and  press  RE- 
TURN. After  announcing  which  com- 
puter it's  running  on,  the  Proofreader 
displays  the  message  "Proofreader 
Active".  Now  you're  ready  to  type  in  a 
BASIC  program. 

Every  time  you  finish  typing  a  Une 
and  press  RETURN,  the  Proofreader 
displays  a  two-letter  checksum  in  the 
upper-loft  comer  of  the  screen,  Com- 
pare this  result  vifith  the  two-letter 
checksum  printed  to  the  left  of  the  line 
in  the  program  listing.  If  the  letters 
match,  it's  almost  certain  the  line  was 
typed  correctly.  If  the  letters  don't 
match,  check  for  your  mistake  and  cor- 
rect the  line. 

The  Proofreader  ignores  spaces  not 
enclosed  in  quotes,  so  you  can  omit  or 
add  spaces  between  keywords  and  still 
see  a  matching  checksum.  However, 
since  spaces  inside  quotes  are  almost  al- 
ways significant,  the  Proofreader  pays 
attention  to  them.  For  example,  10 
PRINT'tmS  IS  BASIC"  will  generate 
a  different  checksum  than  10 
PRINT'THIS  ISBA        SIC". 

A  common  typing  error  is  transpo- 
sition— typing  two  successive  charac- 
ters in  the  wrong  order,  like  PIRNT 
instead  of  PRINT  or  64378  instead  of 
64738.  The  Proofreader  is  sensitive  to 
the  position  of  each  character  within  the 
line  and  thus  catches  transposition 
errors. 

The  Proofreader  does  not  accept 
keyword  abbreviations  (for  example,  ? 
instead  of  PRINT).  If  you  prefer  to  use 
abbreviations,  you  can  still  check  the 
line  by  LISTing  it  after  typing  it  in, 
moving  the  cursor  back  to  the  line,  and 
pressing  RETURN.  LISTing  the  line 


substitutes  the  full  keyword  for  the  ab- 
breviation and  allows  the  Proofreader 
to  work  properly.  The  same  technique 
works  for  rechecking  programs  you've 
already  typed  in, 

If  you're  using  the  Proofreader  on 
the  Commodore  128,  Plus/ 4,  or  16,  do 
not  perform  any  GRAPHIC  coniniands 
while  the  Proofreader  is  active.  When 
you  perform  a  command  like  GRAPH- 
IC 1,  the  computer  moves  everything  at 
the  start  of  BASIC  program  space — in- 
cluding the  Proofreader — to  another 
memory  area,  causing  the  Proofreader 
to  crash.  The  same  thing  happens  if  you 
run  any  program  with  a  GRAPHIC 
command  while  the  Proofreader  is  in 
memory. 

Though  the  Proofreader  doesn't 
interfere  with  other  BASIC  operations, 
it's  a  good  idea  to  disable  it  before  run- 
ning another  program.  However,  the 
Proofreader  is  purposely  difficult  to  dis- 
lodge: It's  not  affected  by  tape  or  disk 
operations,  or  by  pressing  RUN/ 
STOP-  RESTORE.  The  simplest  way  to 
disable  it  is  to  turn  the  computer  off 
then  on,  A  gentler  method  is  to  SYS  to 
the  computer's  built-in  reset  routine 
(SYS  65341  for  the  128,  64738  for  the 
64,  and  65526  for  the  Plus/4  and  16), 
These  reset  routines  erase  any  program 
in  memory,  so  be  sure  to  save  the  pro- 
gram you're  typing  in  before  entering 
the  SYS  command. 

If  you  own  a  Commodore  64,  you 
may  already  have  wondered  whether 
the  Proofreader  works  with  other  pro- 
gramming utilities  like  "MetaBASIC." 
The  answer  is  generally  yes,  if  you're 
using  a  64  and  activate  the  Proofreader 
after  installing  the  other  utility.  For  ex- 
ample, first  toad  and  activate  Meta- 
BASIC, then  load  and  run  the 
Proofreader. 

When  using  the  Proofreader  with 
another  utility,  you  should  disable  both 
programs  before  running  a  BASIC  pro- 
gram. While  the  Proofreader  seems  un- 
affected by  most  utilities,  there's  no 
way  to  promise  that  it  will  work  with 
any  and  every  combination  of  utilities 
you  might  want  to  use.  The  more  utili- 
ties activated,  the  more  fragile  the  sys- 
tem becomes. 

The  New  Autonutic  Proofreader 

10  VEC=PEEK(772)-t-256*PEEK(773) 
sL0=43:HI=44 


20  PRINT  "AUTOMATIC  PROOFREADE 
R  FOR  ";!lF  VEC=42364  THEN 
{spaceIprint  "C-64" 

30  if  vec=505s6  then  print  "vi 

C-20" 
40  IF  VEC=3S158  THEN  GRAPHIC  C 

LRiPRIMT  "PL.US/4  t,    16" 
50  IF  VEC=17165  THEN  LO=45:HI= 

46: GRAPHIC  CLRs  PRINT"! 28," 
60  SA=(PEEK{LO)+256*PEEK(HI))+ 

6!ADR=SR 
7B  FOR  J=0  TO  IGGtREAD  BVT : POK 

E  ADR, BYT!ADR=ADR+1 !CHK=CHK 

+BYTiNEXT 
83  IF  CHK<>  20570  THEN  PRINT  "•- 

ERROR*  CHECK  TYPING  IN  DATA 
STATEMENTS " ! END 
90  FOR  J=l  TO  5! READ  RF,LF,HF: 

RS=SA+RF:HB=INT(RS/256) !LB= 

RS-(256*HB} 
100  CHK=CHK+RF+LP+HF:POKE  SA+L 

F.LDsPOKE  SA+HF,HB!NEXT 
110  IF  CHKO22054  THEN  PRINT  " 

•ERROR*  RELOAD  PROGRAM  AND 

[SPACEJCHECK  final  LINE":EN 

n 

120  POKE  SA+149, PEEK { 772 ): POKE 

SA+150,PEEK(773) 
130  IF  VEC=17165  THEN  POKE  SA+ 

14,22: POKE  SA+18 , 23 s POKESA+ 

29,2  24:POKESA+139,224 
140  PRINT  CHRS(147) ;aiR5(17)f " 

PROOFREADER  ACTIVE" iSYS  SA 
1S0  POKE  HI,PEEK{HI)+1 iPOKE  (P 

EEK(LO)+256*PEEK(HI ) )-l ,0:N 

EW 
160  DATA  120,169,73,141,4,3,16 

9,3,141,5,3 
170  DATA  88,96,165,20,133,167. 

165,21,133,168,169 
180  DATA  0,141,0,255,162,31,18 

1,199,157,227,3 
190  DATA  202,16,248,169,19,32, 

210,255,169,18,32 
200  DATA  210,255.160,0,132.180 

,132,176,136,230,180 
210  DATA  200,185,0,2,240,46,20 

1,34,208,8,72 
220  DATA  165,176,73,255,133,17 

6,104,72,201,32,208 
230  DATA  7.165,176,208,3,104,2 

08,226,104,166.180 
240  DATA  24,165,167,121,0,2,13 

3,167,165, 168,105 
2  50  DATA  0,133.16  8,202,208,239 

,240,202,165, 167,69 
260  DATA  168.72,41,15.168,185. 

211,3.32,210,255 
270  DATA  104.74,74,74,74,168,1 

85,21] ,3,32,210 
280    DATA    255,162,31,189,227,3, 

149,199,202,16,248 
290    DATA    169,146,32,210.255,76 

,86,137,65,66,67 
300    DATA   68,69,70,71,72,74,75, 

77,80,81,82,83,88 
310    DATA    13,2,7.167,31,32,151, 

116,117,151,128,129.167,136 
,137  - 


B6    COMPUTE'S  GazBtte    June  1988 


Software  Inc. 


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"MLX"  is  a  labor-saving  utility  that 
allows  almost  fail-safe  entry  of 
machine  language  programs.  Included 
are  versions  for  the  Commodore  64 
and  128, 

Type  in  and  save  some  copies  of  which- 
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enter  Commodore  64  ML  programs  for 
use  in  64  mode).  When  you're  ready  to 
enter  an  ML  program,  toad  and  run 
MLX,  It  asks  you  for  a  starting  address 
and  an  ending  address.  These  addresses 
appear  in  the  article  accompanying  the 
MLX-format  program  listing  you're 
typing. 

If  you're  unfamiliar  with  machine 
language,  the  addresses  (and  all  other 
values  you  enter  in  MLX)  may  appear 
strange.  Instead  of  the  usual  decimal 
numbers  you're  accustomed  to,  these 
numbers  are  in  hexadecimal — a  base  16 
numbering  system  commonly  used  by 
ML  programmers.  Hexadecimal — hex 
for  short — includes  the  numerals  0-9 
and  the  letters  A-F.  But  don't  worry — 
even  if  you  know  nothing  about  ML  or 
hex,  you  should  have  no  trouble  using 
MLX. 

After  you  enter  the  starting  and 
ending  addresses,  you'U  be  offered  the 
option  of  clearing  the  workspace. 
Choose  this  option  if  you're  starting  to 
enter  a  new  Usting.  If  you're  continuing 
a  listing  that's  partially  typed  from  a 
previous  session,  don't  choose  this 
option. 

A  functions  menu  wUl  appear.  The 
first  option  in  the  menu  is  ENTER 
DATA,  If  you're  just  starting  to  type  in 
a  program,  pick  this.  Press  the  E  key, 
and  type  the  first  number  in  the  first 
line  of  the  program  listing.  If  you've  al- 
ready typed  in  part  of  a  program,  type 
the  line  number  where  you  left  off  typ- 
ing at  the  end  of  the  previous  session 
(be  sure  to  load  the  partially  completed 
program  before  you  resume  entry).  In 
any  case,  make  sure  the  address  you  en- 
ter corresponds  to  the  address  of  a  line 
in  the  listing  you  are  entering.  Other- 
wise, you'll  be  unable  to  enter  the  data 
correctiy.  If  you  pressed  E  by  mistake, 
you  can  return  to  the  command  menu 
by  pressing  RETURN  alone  when 
asked  for  the  address,  (You  can  get  back 
to  the  menu  from  most  options  by 
pressing  RETURN  with  no  other  input,) 


Entering  A  Listing 

Once  you're  in  Enter  mode,  MLX  prints 
the  address  for  each  program  line  for 
you.  You  then  type  in  all  nine  numbers 
on  that  line,  beginning  with  the  first 
two-digit  number  after  the  colon  (:). 
Each  line  represents  eight  data  bytes 
and  a  checksum.  Although  an  MLX- 
format  listing  appears  similar  to  the 
"hex  dump"  listings  from  a  machine 
language  monitor  program,  the  extra 
checksum  number  on  the  end  allows 
MLX  to  check  your  typing.  (Commo- 
dore 128  users  can  enter  the  data  from 
an  MLX  listing  using  the  built-in  moni- 
tor if  the  rightmost  column  of  data  is 
omitted,  but  we  recommend  against  it. 
It's  much  easier  to  let  MLX  do  the  proof- 
reading and  error  checking  for  you.) 

When  you  enter  a  line,  MLX  recal- 
culates the  checksum  from  the  eight 
bytes  and  the  address  and  compares 
this  value  to  the  number  from  the  ninth 
column,  if  the  values  match,  you'll  hear 
a  bell  tone,  the  data  will  be  added  to  the 
workspace  area,  and  the  prompt  for  the 
next  line  of  data  will  appear.  But  if  MLX 
detects  a  typing  error,  you'll  hear  a  low 
buzz  and  see  an  error  message.  The  line 
will  then  be  redisplayed  for  edidng. 

Invalid  CKaraders  Banned 

Only  a  few  keys  are  active  while  you're 
entering  data,  so  you  may  have  to  un- 
learn some  habits.  You  do  not  type 
spaces  between  the  columns;  MLX 
automatically  inserts  these  for  you.  You 
do  not  press  RETURN  after  typing  the 
last  number  in  a  line;  MLX  automatical- 
ly enters  and  checks  the  line  after  you 
type  the  last  digit. 

Only  the  numerals  0-9  and  the  let- 
ters A-F  can  be  typed  in.  If  you  press 
any  other  key  (with  some  exceptions 
noted  below),  you'll  hear  a  warning 
buzz.  To  simplify  typing,  128  MLX  re- 
defines the  function  keys  and  +  and  — 
keys  on  the  numeric  keypad  so  that  you 
can  enter  data  one-handed,  (The  64 
version  incorporates  the  keypad  modi- 
fication from  the  March  1986  "Bug- 
Swatter"  column,  lines  485-487.)  In 
either  case,  the  keypad  is  active  only 
while  entering  data.  Addresses  must  be 
entered  with  the  normal  letter  and 
number  keys.  The  figures  above  show 
the  keypad  configurations  for  each 
version, 

MLX  checks  tor  transposed  charac- 
ters. If  you're  supposed  to  type  in  AO 
and  instead  enter  OA,  MLX  vrill  catch 
your  mistake.  There  is  one  error  that 


64  MLX  Keypad 


4 

u 


6 
O 


2 
K 


A 
M 


r 


D 

/ 


0 
Space 


128  MLX  Keypad 


A 

(Fl) 

B 

(F3) 

C 

(F5) 

D 

(F7) 

7 

S 

9 

E 

4 

5 

6 

F 

1 

,,  2 

3 

E 

N 
T 
E 
R 

0 

• 

can  slip  past  MLX;  Because  of  the 
checksum  formula  used,  MLX  won't 
notice  if  you  accidentally  type  FF  in 
place  of  00,  and  vice  versa.  And  there's 
a  very  slim  chance  that  you  could  gar- 
ble a  line  and  still  end  up  with  a  combi- 
nation of  characters  that  adds  up  to  the 
proper  checksum.  However,  these  mis- 
takes should  not  occur  if  you  take  rea- 
sonable care  while  entering  data. 

Editing  Features 

To  correct  typing  mistakes  before  fin- 
ishing a  line,  use  the  INST/DEL  key  to 
delete  the  character  to  the  left  of  the 
cursor.  (The  cursor-left  key  also  de- 
letes.) If  you  mess  up  a  line  really  badly, 
press  CLR/HOME  to  start  the  line  over. 
The  RETURN  key  is  also  active,  but 
only  before  any  data  is  typed  on  a  line. 
Pressing  RETURN  at  this  point  returns 
you  to  the  command  menu.  After  you 
type  a  character  of  data,  MLX  disables 
RETURN  until  the  cursor  returns  to  the 
start  of  a  line.  Remember,  you  can  press 
CLR/HOME  to  quickly  get  to  a  line 


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number  prompt. 

More  editing  features  are  available 
when  correcting  lines  in  which  MLX 
has  detected  an  error.  To  make  correc- 
tions in  a  line  that  MLX  has  redisplayed 
for  editing,  compare  the  line  on  the 
screen  with  the  one  printed  in  the  list- 
ing, then  move  the  cursor  to  the  mis- 
take and  type  the  correct  key.  The 
cursor  left  and  right  keys  provide  the 
normal  cursor  controls.  (The  INST/ 
DEL  key  now  works  as  an  alternative 
cursor-left  key.}  You  cannot  move  left 
beyond  the  first  character  in  the  line.  If 
you  try  to  move  beyond  the  rightmost 
character,  you'll  reenter  the  line.  Dur- 
ing editing,  RETURN  is  active;  pressing 
it  tells  MLX  to  recheck  the  line.  You  can 
press  the  CLR/HOME  key  to  clear  the 
entire  line  if  you  want  to  start  from 
scratch,  or  if  you  want  to  get  to  a  line 
number  prompt  to  use  RETURN  to  get 
back  to  the  menu. 

Display  Data 

The  second  menu  choice,  DISPLAY 
DATA,  examines  memory  and  shows 
the  contents  in  the  same  format  as  the 
program  listing  (including  the  check- 
sum). When  you  press  D,  MLX  asks  you 
for  a  starting  address.  Be  sure  that  the 
starting  address  you  give  corresponds 
to  a  line  number  in  the  listing.  Other- 
wise, the  checksum  display  will  be 
meaningless,  MLX  displays  program 
lines  until  it  reaches  the  end  of  the  pro- 
gram, at  which  point  the  menu  is  redis- 
played. You  can  pause  the  display  by 
pressing  the  space  bar.  (MLX  finishes 
printing  the  current  line  before  halting.) 
Press  space  again  to  restart  the  display. 
To  break  out  of  the  display  and  get  back 
to  the  menu  before  the  ending  address 
is  reached,  press  RETURN. 

Other  Menu  Options 

Two  more  menu  selections  let  you  save 
programs  and  load  them  back  into  the 
computer.  These  are  SAVE  FILE  and 
LOAD  FILE;  their  operation  is  quite 
straightforward.  When  you  press  S  or  L, 
MLX  asks  you  for  the  filename.  You'll 
then  be  asked  to  press  either  D  or  T  to 
select  disk  or  tape. 

You'll  notice  the  disk  drive  starting 
and  stopping  several  times  during  a 
load  or  save  (save  only  for  the  128  ver- 
sion). Don't  panic;  this  is  normal  be- 
havior. MLX  opens  and  reads  from  or 
writes  to  the  file  instead  of  using  the 
usual  LOAD  and  SAVE  commands 
(128  MLX  makes  use  of  BLOAD).  Disk 
users  should  also  note  that  the  drive 
prefix  0:  is  automatically  added  to  the 
filename  (line  750  in  64  MLX),  so  this 
should  not  be  included  when  entering 
the  name.  This  also  precludes  the  use  of 
@  for  Save- with -Replace,  so  remember 
to  give  each  version  you  save  a  different 


name,  The  128  version  makes  up  for 
this  by  giving  you  the  option  of  scratch- 
ing the  existing  file  if  you  want  to  reuse 
a  filename. 

Remember  that  MLX  saves  the  en- 
tire workspace  area  from  the  starting 
address  to  the  ending  address,  so  the 
save  or  load  may  take  longer  than  you 
might  expect  if  you've  entered  only  a 
small  amount  of  data  from  a  long  list- 
ing. When  saving  a  partially  completed 
listing,  make  sure  to  note  the  address 
where  you  stopped  typing  so  you'll 
know  where  to  resume  entry  when  you 
reload, 

MLX  reports  the  standard  disk  or 
tape  error  messages  if  any  problems  are 
detected  during  the  save  or  load.  (Tape, 
users  should  bear  in  mind  that  Commo- 
dore computers  are  never  able  to  detect 
errors  during  a  save  to  tape,)  MLX  also 
has  three  special  load  error  messages; 
INCORRECT  STARTING  ADDRESS, 
which  means  the  file  you're  trying  to 
load  does  not  have  the  starting  address 
you  specified  when  you  ran  MLX; 
LOAD  ENDED  AT  address,  which 
means  the  file  you're  trying  to  load 
ends  before  the  ending  address  you 
specified  when  you  started  MLX;  and 
TRUNCATED  AT  ENDING  AD- 
DRESS, which  means  the  file  you're 
trying  to  load  extends  beyond  the  end- 
ing address  you  specified  when  you 
started  MLX.  If  you  see  one  of  these 
messages  and  feel  certain  that  you've 
loaded  the  right  file,  exit  and  rerun 
MLX,  being  careful  to  enter  the  correct 
starting  and  ending  addresses. 

The  128  version  also  has  a  CATA- 
LOG DISK  option  so  you  can  view  the 
contents  of  the  disk  directory  before 
saving  or  loading. 

The  QUIT  menu  option  has  the  ob- 
vious effect— it  stops  MLX  and  enters 
BASIC,  The  RUN/STOP  key  is  dis- 
abled, so  the  Q  option  lets  you  exit  the 
program  without  turning  off  the  com- 
puter. (Of  course,  RUN/STOP-RE- 
STORE also  gets  you  out,)  You'll  be 
asked  for  verification;  press  Y  to  exit  to 
BASIC,  or  any  other  key  to  return  to  the 
menu.  After  quitting,  you  can  type 
RUN  again  and  reenter  MLX  without 
losing  your  data,  as  long  as  you  don't 
use  the  clear  workspace  option. 

The  Finished  Product 

When  you've  finished  typing  all  the 
data  for  an  ML  program  and  saved  your 
work,  you're  ready  to  see  the  results. 
The  instructions  for  loading  and  using 
the  finished  product  vary  from  program 
to  program.  Some  ML  programs  are  de- 
signed to  be  loaded  and  run  like  BASIC 
programs,  so  all  you  need  to  type  is 
LOAD  "filename". 8  for  disk  (DLOAD 
"filename"  on  the  128)  or  LOAD  "file- 
name" for  tape,  and  then  RUN.  Such 


programs  will  usually  have  a  starting 
address  of  0801  for  the  64  or  ICO  1  for 
the  128.  Other  programs  must  be  re- 
loaded to  specific  addresses  with  a  com- 
mand such  as  LOAD  "filename", 8,1  for 
disk  (BLOAD  "filename"  on  the  128)  or 
LOAD  "filename",l,1  for  tape,  then 
started  with  a  SYS  to  a  particular  mem- 
ory' address.  On  the  Commodore  64, 
the  most  common  starting  address  for 
such  programs  is  49152,  which  corre- 
sponds to  MLX  address  COOO,  In  either 
case,  you  should  always  refer  to  the  ar- 
ticle which  accompanies  the  ML  listing 
for  information  on  loading  and  running 
the  program. 

An  Ounce  Of  Prevention 

By  the  time  you  finish  typing  in  the  data 
for  a  long  ML  program,  you  may  have 
several  hours  invested  in  the  project. 
Don't  take  chances — use  our  "Auto- 
matic Proofreader"  to  type  the  new 
MLX,  and  then  test  your  copy  thorough- 
ly before  first  using  it  to  enter  any  sig- 
nificant amount  of  data.  Make  sure  all 
the  menu  options  work  as  they  should. 
Enter  fragments  of  the  program  starting 
at  several  different  addresses,  then  use 
the  Display  option  to  verify  that  the 
data  has  been  entered  correctly.  And  be 
sure  to  test  the  Save  and  Load  options 
several  times  to  ensure  that  you  can  re- 
call your  work  from  disk  or  tape.  Don't 
let  a  simple  typing  error  in  the  new 
MLX  cost  you  several  nights  of  hard 
work. 

Program  1:  Mix  For  Conninodore 

64 

SS  10  REM  VERSION  l.li  LINES  8 
30,950  MODIFIED,  LINES  4 
85-4B7  ADDED 
POKE  56,50iCLRiDIM  18$, 
I,J,A,B,A5.BS,A(7),NS 
C4=4aiC6=>16  iC7»7  iZ2-2lZ 
4='254iZ5~25StZ6°256iZ7- 
127 

PA»PEeK( 45 ) +Z6*PEEK (46 ) 
:BS=PEEK{55)+Z6*PEEK(56 
)  !H?  =  ''0123456789ABCDEF" 
R5=CHRS{13) :L5="lLEFTl" 
iS?="  "!DS=CHR$(20) :ZS- 
CHR5(0l!TS-"Ei3  RIGHT]" 

CQ  140  SD«54272tFOR  I"SD  TO  SD 
+  23 t POKE  I, 01 NEXT J  POKE 
tSPACE}SD+24,15!POKE  7S 
8,52 

FC  150  PRINT" (CLr) "CHR5 (142 )CH 
RS(B)!POKE  53280, 15:P0K 
E  53261,15 

EJ  160  PRINT  TS"  {REDHRVS} 
(2  SPACES  lis  §3 
{2  SPACES] "SPCt 28)" 
(2  SPACES] (OFF) [BLO]  ML 

X  II  (reoHrvs) 

[2  SPACES] "SPC( 28)" 
(12  SPACES] [BLU J" 

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13  SPACES  JCOMPUTE!  'S  tiA 
CHINE  LANGUAGE  EDITOR 
{3  DOWN]" 

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KR  200  1NPUT"(3  DOWN) [BLKjCLEA 
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5  I  IF  LEFT5(A5,1)<>'"Y"TH 
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PRINT   T?"1RVS)E(0FF)NTE 
R   DATA" 

BD   230    PRINT   T?" ERVS1d{0FF ) ISP 
LAY   DATA" (PRINT   T?" 
{RVS]l[OFF)OAD   FILE" 

JS    240   PRINT   T$"£RVS1S(0PF)AVE 
FILE" J  PRINT   TS"[RVS}Q 

{0FFJUIT(2   downKbu?}" 

JH   250   GET    ASiIP   A5-NS    THEN250 
HK   260   A-0IFOR   1=1    TO   5 i IF  AS- 

MIDSr'EDLSQ",I,l)THEN   A 

=1:1=5 
PD  270  NEXT:ON  A  GOTO420, 610. 6 

90,  700,  280  :GOStJB1060  :GO 

TO2S0 
EJ  280  PRINT "£rVS]  QUIT  "tISPU 

T"{DOWN)g4  3ARE  YOU  SURE 
[Y/N]"fA5iIF  LEFTS(AS, 

1)<>"Y"THEN220 
EM  290  POKE  SD+24,0iEND 
JX  300  INS=N?:AD=0!lNPUTIN?tIF 

LEN  ( IN?  )  0  4THENRETURN 
KF  310  BS=IN?:GOSUB320!AD3A!BS 

=MID5(IN5,3) :GOSUB320iA 

D=AD*256't-AiRETURN 
PP  320  A»=0)FOR  J-1  TO  2IA5-MID 

5(B5,J,1) tB=ASC(AS)-C4+ 

(A5>"@">*C7!A-A*C6fB 
JA  330  IF  B<0  OR  B>15  THEN  AD" 

0iA="-l  :Jt=2 
GX  340  NEXT  J  RETURN 
CH  3S0  B=INT(A/C6) :PRINT  MIDS { 

H9,B+1,1) ; !B=A-B*C6jPR1 

NT  MIDS(H5,B+1,1); jRETU 

RN 
RR  360  A=INT(AD/Z6) tGOSUB350:A 

-AD-A*26iGOSUB3S0 (PRINT 

" :  "  f 
BE  370  CK=IHT(AD/Z6) iCK=AD-24* 

CK+ZS*{CK>Z7JiGOTO390 
PX    380   CK=CK*Z2+25*(CK>Z7)+A 
JC   390   CK=CK+ZS*{CK>Z5) (RETURN 
QS    400    PRINT "{DOWN 3 STARTING    AT 

g43"; :GOSUB303!lF   IN9<> 

N$    THEN   GOSUB1030(IF    F 

{ SPACE )THEN400 
EX   410    RETURN 
HD    420    PRINT" IRVS)    ENTER    DATA 

£SPACEl"iGOSUB400iIF    IN 

$=NS    THEN2  2fl 
JK   430   OPEK3,3(PRINT 
SK   440    POKE198,0:GOSUB360!lP   P 
THEN    PRINT    INJiPRINT" 

{UP) {5    RIGHT]"} 
GC   450   FOR   1=0   TO   24   STEP   3(B§ 

=S5jF0R   J-1    to    2tIF    F   T 

HEN    BS=MID5(IN$,I+J.l) 
HA    460    PRINT" tRVS)"B$L5; (IF    I< 

24THEN    PRINT" (OFF)"; 
HD   470    GET    A?:IF   A5=NS    THEN470 
FK   4B0    IF{A5>"/"ANDAS<":")0R(A 

$>"e"ANDA5<"G")THEN540 
GS    485    A=-(A5="M")-2*{AS=",")- 


3»(A5=".">-4*(A5="/")-5 
*(A5="J")-6*(AS="K") 

FX  486  A-A-7*(AS="L")-e*{A?="( 
")-9*(A5="U")-I0*[A?="I 
")-ll*(A5="0")-12*(A$=" 
P"J 

CM  487  A"A-13*(A5=S5>(IF  A  THE 
N  A5='MID5("ABCD123E4S6F 
0",A, 1) (GOTO    540 

MP  490  IF  A5=R?  AND( (I=0)AND(J 
=1)0R  FjTHEN  PRINT  B? ; ( 
J=2(NEXT(I»24(GOTO5S0 

KC  500  IP  A$="{H0ME!"  THEN  PRI 
NT  BSiJ=2(NEXT(I=24:NEX 
T!F=0!GOTO440 

MX  S10  IP (A5-" [right)" )ANDP  TH 
ENPRINT    B5L?j (GOTOS40 

GK  520  IF  A5<>L?  AND  A5<>D?  OR 
{(I-0)AND{J«1)JTHEN  GOS 
UB1060(GOTO470 

HG    530   A5=L5+S5+L5 SPRINT    B?L5j 
tJ=2-j!lF  J   THEN   PRINT 
[ SPACE) L$; 1 1=1-3 

QS    540    PRINT   A? f (NEXT   J (PRINT 
[ SPACE )S$r 

PM  550  NEXT  ItPRINT(PRINT"[UP) 
[5  RIGHT) "riINPUT#3,IN9 
:IP  IN$=N$  THEN  CL0SE3 t 
GOTO220 

QC   560   FOR   1=1    TO   2  5    STEP3(B$= 
MID$(1N5,1) iGOSUB320!lP 
K25   THEN   GOSUB380:A(I 
/3)=A 

PK   570   NEXTdF  A<>CK   THEN   GOSU 
B1060 (PRINT" (ELK) [RVS) 
E SPACE )ERROR(    REENTER   L 
INE    i4|"iP=l!GOTO440 

HJ  580  GOSUB10e0[B=BS+AD-SAiFO 
R  1=0  TO  7 (POKE  B+I,A{I 
) sNEXT 

QQ  590  AD=AI>+8!lF  AD>EA  THEN  C 
LOSES ( P RI NT "( DOWN }( BLU j 
**  END  OF  ENTRY  **(BLKJ 
(2   DOWN)"iGOTO700 

GQ   600    F-0(GOTO440 

QA   610    PRINT"{CLR){D0WN) ERVS) 
(SPACE) DISPLAY   DATA    "(G 
OSUB400tlF    1NS=N?    THEN2 
20 

RJ    620    PRI NT "{down] {BLU 3  PRESS: 
[RVS) SPACE {OFF)    TO    PAU 
SE,     [ RVS) RETURN (OPF)    TO 
BREAKi4i{DOWN}" 

KS  630  GOSUB360:Bs»BS+AD-SA(FOR 
I-BTO  B+7iA=PEEK(I) iGOS 
UB350(GOSUB380! PRINT   S$ 

CC   640    NEXT(PRINT"{RVS)'";  iA=CK 

!GOSUB350iPRINT 
KH   650   P=liAD=AD+8iIP  fJ}>EA   TH 

ENPRIKT"{D0WN){BLU3**    E 

ND   OP   DATA    **"lGOTO220 
KC   660    GET   AS  I IP    A$-RS    THEN   GO 

SUB10e0sGOTO220 
EQ   670    IF   A5=S$    THEN    P-F+liGOS 

UB1080 
AD  680   ONFGaro630,660,e30 
Oi   690    PRINT" {DOWN} [RVS)    LOAD 

(SPACE) DATA    "jOP=1iGOTO 

710 
PC   700   PRINT" [DOWN) [RVS)    SAVE 

{SPACE} FILE    "iOP"0 
HX   710    INS-NSt INPUT "(DOWN) FILE 

NAME&4i";IN5iIF    IN5-N$ 

[SPACE)THEN220 
PR   720    F=0 ( PRINT" [DOWN) {BLK} 

[RVSjT{OPP}APE   OR    [RVS) 

D(0FF]ISK:    §43"; 
FP    730    GET   A5fIP   A?- "T "THEN   PR 

INT"T{ DOWN] " iGOTO8a0 
HQ    740    IP   AS<>'*D"THEH730 


HH  750  PRINT"D{DOWH)"iOPEN15,8 
,15,"I0("[B-EA-SAtlN$=" 
0i"+INSiIP  OP  THEN810 

SQ   760   OPEN   l,8,8,IN$+",P,W"tG 

osuBaeetiP  a  then220 

FJ    770   AH"INT(SA/256) (AL=SA-(A 

H*256) !PRINT#1,CHR5{AL) 

rCHRS(AH) J 
PE    780   FOR    1=0    TO   BiPRINT#l,CH 

R5tPEEK(BS+I)); iIF   ST   T 

HEN800 
PC    790   NEXT[CL0SEltCLOSE15iG0T 

0940 
GS    800    GOSUB1060[PRINT"{DOWN} 

[BLK} ERROR   DURING    SAVEi 

141" (GOSUB860(GOTO220 
MA   810   OPEN   l,B,8,IN5+",P,R"tG 

OSUBB60(IF  a  THEN220 
GE   820   GETtl,A$,B5iA0=ASCCA?+Z 

5)+256*ASCtB5+Z5)iIF  AD 

OSA   THEN    F-ltGOTO850 
RX   830   FOR   1=0   TO    B:GET#1,AS(P 

OKE   BS+I,ASC(A5+2$) )IF( 

loBjAKD   ST  THEN   F«2iAD 

»IiI»B 
PA   840   NEXTdF   ST064    THEN   Fb3 
PQ   850   CL0SEliCL0SE15(0N   ABS(P 

»0)+l   GOTO960,970 
SA   860    INPUT! 15, A, A5 IIP  A  THEN 
CLOSEliCLOSE15iGOSUB10 

60 (PRINT "{RVS} ERRORS     "A 

5 

GQ   870    RETURN 

EJ    880   POKE183,PEEK(FA+2)tPOKE 

187, PEEK (FA+3) (POKElSe, 

PEEK(PA+4) (IFOP=0THEN92 

0 
HJ  890  SYS  63466 [IP(PEEK(783)A 

NDDTHEN  GOSUB1060(PRIN 

T" [DOWN) [RVS)  FILE  NOT 

[SPACE  5 FOUND  "jGOTO690 
CS  900  AD=PEEK(829)+256*PEEK(a 

30)  (IP  ADOSA  THEN  F=l  t 

GOTO970 
SC   910  A=PEEK(831 )+2S6*PEEK(a3 

2)-l(P=P-2*(A<EA)-3*(A> 

EA) (AD=A-AD(GOTO930 
KM   920   A=SA(BsEA+liGOSUB1010:P 

OKE780j3:SYS    63338 
JF   930   A=BS(B=BS+(EA-SA)4-1:G0S 

UB1010(ON   OP   GOTO950:SY 

S    63591 
AE   940    GOSUB1080sPRINT"{BLU3** 
SAVE   COMPLETED    **"!GOT 

0220 
XP   950   POKEl 47,0 (SYS   63562 iIF 

[ SPACE }ST>0   THEN970 
PR    960    GOSUB10S0[PRINT"[BLU)** 
LOAD   COMPLETED    **":GOT 

0220 
DP    970    GOSUB1060! PRINT "[BLK) 

[RVSJeRROR    during    LOAD: 

(DOWN)i43"(ON   F   G0SUB98 

0,990, 1000  I GOTO220 
PP   980    PRINT "INCORRECT    STARTIN 

G   ADDRESS    ( " ; !GOSOB360 i 

PRINT" )"iRETURN 
GR    990    PRINT"LOAD   ENDED   AT    '"  r  : 

AD=SA+AD:G0SUB3 60  (PRINT 
DS : RETURN 
FD    1000   PRINT "TRUNCATED  AT   END 

ING   ADDRESS"! RETURN 
RX    1010   AH=INT(A/256> (AL=A-{AH 
*256) :FOKE193,AL(POKEl 
94,  AH 
PF    1020   AH=INT(B/256) tAL=B-(AH 
•256} (POKEl 74, ALi POKEl 
75, AH (RETURN 
PX    1030    IF   AD<SA   OR   AD>EA   THEN 

1050 
HA    1040    1F(AD>511    AND    AD<40960 


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Ditd5t»«tDr«wtar I».08 

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Dtttndtt  el  Ih*  Crcwn  ....  22.05 

OoJaW...... 22.08 

Hui^orComtr  SinMiftr..  10.08 

He«iOv*f  Hwh 10.06 

Indoor  Sporlii  1  of  2 10,05 

lrAtr«lw2 22.09 

No(h*Ei^*>N*tl  10.06 

M.I.5.L  SooMf a.06 

Pflfwr Boy , ..  2206 

Roa^uw ........10  06 

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Bupvntar  k«  Hoohvy  22.06 

6iT*r«tir  SoQO*f ^.08 

Tfrinpta' dI  Doom 22.08 

TTw  (3^nl*l  „.... 22.06 

TrBlfctaMf  _ 10.06 

V/llt*l _..  1B08 

X«v4oi»  to  06 

aM'l4:l.il'lll{.-l..|M 

0«<^  Jec*  Xiinclvmy 25  06 

a^Bctia  MviHhmi ,  1Q.06 

F»ftyT*^A(fy     32.08 

plrtpowar  _ 16.06 

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RMnafi^O  Gitee inter  ......25.06 


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tLom.pui(/ihilUtf. 

P.O.   BOX   ITMl.    ULWIUKZE.    W1   «ltir 
OflDER   tlNtS      OMN 

Mon-Fri  9om-9pni  CST  Sol  11  om-S  pffi  CST 
To  Onlw  Cell  Toll  FrM 


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AJiwFt**... 2005    OuttMfUfittft^mt...  ,..3106 

Aflen>Me  Reafiy 2006    Pi««' Cflp  PI ?^  05 

Am«k*lCMWw 28C&    P-pwCltiPiijfihei,      ^105 

Amartca't  Cvf» 10.06    Piriton  ve  Rommel 21.06 

AfflnailB 25.06    P*ga»ui  23.0S 

Anhort 10.09    PlnhaB  ConaUKDon  10.06 

Aretvn  n , .._.  to  OS    R«*ig  Oeatrudbn tO  06 

Arc«{tFov.,„ 2£95    R««cMbr a>ieStaR  ..       30  OH 

BwtTbT^ 25.05    Ro**rprt .20» 

B««*t>t9kll ir.05    PloadtoH«oow 28.96 

BaHfe  QhVPegvw  11.06    flobct  RaKwIe 21,05 

ealtaliQf^ Si.OS    HocHord 21,95 

BHmwck 2t.9S    Rubloan  JWw»a UM 

CarrtortAJ  War ...31.08    Pweli  ...........„._..,I»,Oi 

Ct<*ttmH|ar  2000 .  .  25  OS    5<reU]a  >.,,.,. ,. 22.96 

ChMcAmiiosp 23.0$    &tixf»}*t  ..,..&«.06 

(lanDva H.Off    S«vw  Cffiv*  et  Ookll 10.06 

OerkLMxt.. 14.98    Bhato  w  Die 21-05 

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Deman 5Uh*f«. _ 20lOS    S1^e2  - 21.06 

Dn^enVLsh  T90S    Si^wr  BoiAd^fttaalT 1005 

EOS  ._ ., 2005    T^aDwnfftwt 20,06 

EltropaAbtw*  3t.9S    TeuDttdownFouttiafr  ,„.,,  T0,06 

Flmnofal Cooltbooh  „.. .  ,,1005    Totjtvlt 23.96 

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QbtMlCommwIer 2099    TwW](Wt Rarwom  ,  23  96 

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H*Brt  ol  Afrkia 10.09    ^^d*o  Titl*  OMp 20.96 

Hum  fer  Red  October  2A-0S    WbrtdTovrOolf 23.95 

Instant  Miab? ..249S    V**^f  AFS _ 24.05 

Lord* Cf  C<irtf|i^**t  .... 1098  

M«terNV^t ,2095  ||HK!Q23S^I9IIH 

MerbtoMadneH  ,, .2095    BrtAHttoiijh 22  05 

Mfc^Beawntypbg  25,09    CommtfViitt E2.05 

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1599 
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,  19  09 
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Mdl Orrieir Menetere  , 1009  KM  ISHhH    .     - 

MVxJM^r.... 109S  Kung Fu M«l»r , 

**i**  — - 1009  LaMMbtion.- 

WLJr*wPa% 1005  Sf,*,^  Bitggy 

Mwt  Contlfudbn  1005  T*g  T-*(Ti  WretlOrtfl  .. 

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CN>to  ...._.. 11.98  , ,-u-... 


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KnlgFilOnC ,21.95 


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Famo^BCoun^i 14.95  

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Tript*  P»h -  -.  -.  1*05  M»v»jm  8       . 

WV  Ctmm  Laadtr  Brd  ....  28.95  PiMtdtftf  k  Wtuhg 
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18  05 
15.95 
18.05 
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18.06 
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18.95 
10.05 
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1Q96 
16.95 
1895 
19  96 
18,06 


)OR(AD>49151  AND  M)<53 

246)  THEN  GOSUB1080iF=»0 

: RETURN 
HC  1050  GOSUB106fl SPRINT" {KVS} 

I  SPACE} INVALID  ADDRESS 
t  DOWN J  t  BLK} " : F=I i RETU 

RN 
AR  1060  POKE  SD+5,31iPOKE  SD+6 

,208iPOKE  SD,240!POKE 

{ SPACE ) SD+ 1,4! POKE  SD+ 

4,33 
DX  1070  FOR  S=l  TO  100: NEXT: GO 

TO! 090 
PF  1080  POKE  SD+5,8!POKE  SD+6, 

240tPOKE  SD,05POKE  SD+ 

l,90tPOKE  SD+4,17 
AC  1090  FOR  S^l  TO  100!NEXTtPO 

KE  SD+4,aiP0KE  SD,0jPO 

KE  SD+ 1,0  I RETURN 


Program  2:  MLX  For  Commodore 
128 

AE  L00  TRAP  960!POKE  4627,1231 
DIM  NL5,A{7> 

XP  110  Z2"2jZ4=-254iZ5>'255iZ6-2 
56!Z7=127sBS=256*PEEK(4 
627} sEA =65230 

FB  120  BE$=CHR$t7)!RT$=CHR$(13 
) iDL5=CHR5 ( 20 ) iSPS-CHRS 
(32}tLF5-CHR5(157} 

KE  130  DEP  FNHB(A)"INT(A/2S6}i 
DEP  FNLB(A)-'A-FKHB(A)*2 
SSsDEP  FNAD(A)"PEEK{A}+ 
2S6*PEEK(A+1) 

JB  140  KEY  1, "A" I  KEY  3,"B";KEy 
S,"C";KEV  7,"D"iV0L  15 
tIF  RGR(0)"i5  THEN  FAST 

PJ  150  PRINT" (CLR}"CHR$ (142) ;C 
HR$(6)iC0LOR  0,15: COLOR 
4,15tCOLOR  6,15 

GD  160  PRINT  TA3(I2)"{REDl 
(RVSj (2  SPACES) 19  @| 
[2  SPACES  )"RT$  J TABU2)" 
ERVS} (2  SPACES) EOFF) 
JBLU}  128  MLX  {RED) 
(RVS)t2  SPACES j"RTS; TAB 
(12)"{hVS}U3  SPACES} 
[BLU}" 

FE  170  PRINT" [2  DOWK} 

(3  S PACES) COMPOTEi'S  MA 
CHINE  LANGUAGE  EDITOR 
{2  DOWN)" 

DK  130  PRINT "{BLK) STARTING  ADD 
RESSi4i"i iGOSUB  260!lF 
{SPACE) AD  THEN  SA=AD.'EL 
SE  180 

PH  190  PRINT"{B1K){2  SPACES) EN 
DING  ADDRESSi43"f (GOSUB 
2601  IF  AD  THEN  EA^ADiE 
LSR  190 

MP  200  PRINT" (down) {BLK) CLEAR 
{SPACE) WORKSPACE  [Y/N]? 
i4i":GETKEY  A5:IF  A5<>" 
Y"  THEN  220 

OH  210  PRINT "{ DOWN ){ BLU )WORKIN 
G...  ",-:BANK  0:FOR  A=BS 
{SPACe}TO  BS+(EA-SA)+7i 
POKE  A, 01  NEXT  A: PRINT "D 
ONE" 

DC  220  PRINT  TAB(10)"{DOWN) 

(BLKKRVS)  MLX  COMMAND 
(SPACE  J  MENU  14 i{ DOWN}" 5 
PRINT  TAB(13)"{RVS!E 
E0FF}NTER  DATA"RT5;TAB( 

13)"{rvs)d(off]isplay  d 

ATA"RT5;TAB(13}"(RVS}L 
{OFP)OAD  FILE" 
Hfl  230  PRINT  TAB{13)''{RVS}S 


{0FF)AVE  FILE"RT5?TAB(1 
3 ) " ( RVS  3  C { OPP ) ATALOG  di 
SK"RT?;TAB(13)"{RVS3q 

Eoff}uit{down){blk}" 
ap  240  gstkey  as !a=instr( "edls 
cq",a$)80n  a  goto  340,5 

50,640,650, 930, 940 iGOSU 

B  950  J  GOTO  240 
SX  250  PRINT "STARTING  AT";:GOS 

UB  260:IF(AD<>0)OR(AS=N 

L$)THEN  RETURN: ELSE  250 
BG  260  A$=NL5iINPUT  A$:IF  LEN{ 

A$)=4  THEN  AD=DEC{AS) 
PP  270  IF  AD=>0  THEN  BEGIN:  IF  A 

?<>NL$  THEN  300: ELSE  RE 

TURN: BEND 
MA  280  IF  AD<SA  OR  AD»EA  THEM 

(SPACE) 300 
PM  290  IF  AD>511  AND  AD<65260 

(SPACE) THEN  PRINT  BE?;: 

RETURN 
5Q  300  GOSUB  950 SPRINT "(RVS)  I 

NVALID  ADDRESS  {DOWN) 

(BLK}"iAD=0:RETURN 
RD  310  CK=FNHB(AD) iCK=AD-Z4*CK 

+Z5*{CK>Z7)iGOTO  330 
DD  320  CK-CK*Z2+Z5*(CK>Z7)+A 
AH  330  CK»CK+Z5*(CK>Z5) jRETURN 
QD  340  PRINT  BE5;"(RVS5  ENTER 

(SPACE) DATA  ": GOSUB  250 

:IF  AS=NL?  THEN  220 
JA  350  BANK  0 : PRINT iF=0i OPEN  3 

,3 
BR  360  GOSUB  3101  PRINT  HEX? (AD 

)+":"; iIF  F  THEN  PRINT 

i SPACE )L$: PRIST "(UP) 

{5  RIGHT) "r 
QA  370  FOR  1-0  TO  24  STEP  3tB5 

=SP9tF0R  J-1  TO  2: IF  F 

{SPACE}THEH  B$=MID5(L?, 

I+J,l) 
PS  330  PR1NT"(HVS3"B$+LF5j:IF 

{ SPACE )I< 24  THEN  PRINT" 

{OFFJ"; 
RC  390  GETKEY  AJiIF  (A5^"/"  AN 

D  A5<"i")  0R{A5>"e"  AND 
A5<"G")  THEN  470 
AC  400  IP  AS~"+"  THEN  AS="E"i6 

OTO  470 
QB  410  IF  AS="-"  THEN  A?-"F":G 

OTO  470 
PB  420  IP  AS-RTS  AND  ( { I"0 )  AN 

D  (J-l)  OR  F)  THEN  PRIN 

T  BSf iJ-2iNEXT:I-24:GOT 

0  480 
RD  430  IP  A$-"tHOME)"  THEN  PRI 

NT  B$ :J=2 : NEXT: 1=24 :NEX 

TiF-0iGOTO  360 
Xa  440  IF  (A$-" (RIGHT)")  AND  F 
THEN  PRINT  B$+LF5; iGOT 

O  470 
JP  450  IF  ASOLF?  AND  A$<>DLS 

lSPACE}OR  ((ina)  AND  (J 

-1))  THEN  GOSUB  950JGOT 

O  390 
PS  460  A?'-LF|+SP5+LF5  !  PRINT  B5 

+LPSf iJ-2-JjIF  J  THEN  P 

RINT  LFSf :I»I-3 
GB  470  PRINT  A5:!NEXT  JiPRlNT 

{space3sp5i 

HA  480  NEXT  l:PRINTi PRINT" (UP) 
{5  RIGHT)"? iL5-" 
{27  SPACES)' 

DP  490  FOR  I-l  TO  25  STEP  3!GE 
T#3,A5,B$iIF  AS-SP5  THE 
H  I-25iNEXT:CLOSE  3tGOT 
O  220 

BA  500  AS=AS+B5:A=DEC(AS) iMID? 
(L9,I,2)=A5iIF  K2S  THE 
N  GOSUB  320iA(l/3)-AiGE 
T#3,A5 


AR  510 

DX  520 

XB  530 

CA  540 

HC  550 
JF  560 


XA  570 
DJ  530 

XB  590 
GR  600 

EB  610 
OK  620 

XS  630 

RF  640 

BP  650 
DM  660 

RF  670 

SQ  680 

SP  690 
EG  700 

JH  710 
MC  720 

GC  730 

RA  740 


GA  750 


FD  760 


NEXT  iilF  AOCK  THEN  GO 

SUB  950iPRINT:PRINT" 

{RVS]  ERROR:  REENTER  LI 

NE  ■ I P" It  GOTO  360 

PRINT  BESiB=BS+AD-SA:PO 

R  la0  TO  7: POKE  B+I,A(I 

) I NEXT  I 

F"0iAD-AD+atIF  AD<-EA  T 

HEN  360 

CLOSE  3  I  PRINT "(DOWN) 

(BLUl**  END  OP  ENTRY  ** 

(BLK) (2  DOWN)":GOTO  650 

PRINT  BE$ ; " { CLR ) { DOWN } 

{RVS 3  DISPLAY  DATA  " !G0 

SUB  250  I IF  A$=NL$  THEN 

{ SPACE ) 220 

BANK  01  PRINT" (DOTOt) 

{ BLU } PRESS  I  ( RVS } SPACE 

(OFF)  TO  PAUSE,  {RVS J  RE 

TURNJOPP)  TO  BREAKI4I 

(DOWN)" 

PRINT  HEX5(AD)+"!";:G0S 

UB  310:B=BS+AD-SA 

FOR  laS  TO  B+7!A=PEEK(I 

):PRINT  RIGHT? (HEX5(A), 

2);SP5j iGOSUB  320INEXT 

{SPACE) I 

PRINT " (RVS) " ; RIGHTS {HEX 

S{CK>,2} 

F=1:AD=AD+8:IF  AD>EA  TH 

EN  PRINT "(BLU)**  END  OF 

DATA  **":GOTO  220 
GET  A5!lF  A?=RTS  THEN  P 
RINT  BE? t GOTO  220 
IF  AS=SP?  THEN  FaP+ltPR 
INT  BES; 

ON  F  GOTO  570,610,570 
PRINT  BES" (down) (RVS)  h 
OAD  DATA  ":OP=liGOTO  66 
0 

PRINT  BE$"{ DOWN) (RVS)  S 
AVE  FILE  ":OP=0 
Pa0 :F5=NL5 : INPUT "FILENA 
MEi43"fFS:IF  FS-NL$  THE 
N  220 

PRINT"{D0WN) (BLK) (RVSIT 
{0FF}APE  OR  {RVSJD(OFF) 
ISK:  g4i"; 

GETKEY  AS: IF  A5="T"  THE 
N  8501ELSE  IF  AS<>"D*'  T 
HEN  630 
PRINT "DISK(DOWN)": IF  OP 

THEN  760 
DOPQJ#l,<P?  +  ',P"},WiIP 
(SPACE}DS  THEN  A$-DS$iG 
OTO  740 

BANK  01  POKE  BS-2,FNLB{S 
A ) : POKE  BS-1 , FNHB ( SA ) i P 
RINT "SAVING  ";F$: PRINT 
FOR  A=BS~2  TO  BS+EA-SA: 
PRINT#1,CHR5(PEEK{A) ) J t 
IF  ST  THEN  AS="DISK  WRI 
TE  ERROR": GOTO  750 
NEXT  A: CLOSE  li PRINT" 
{BLU}**  SAVE  COMPLETED 
{SPACE }W1TH0UT  ERRORS  * 
*":GOTO  220 

IF  DS-63  THEN  BEGIN sCLO 
SE  liINPUT"{BLK)REPLACE 

EXISTING  FILE  [Y/N]|4i 
"jASsIF  A$«"Y"  THEN  SCR 
ATCH ( PS )i PRINT iGOTO  700 
1  ELSE  PRI NT " { BLK ) " i GOTO 

660 1  BEND 
CLOSE  1: GOSUB  950: PRINT 
"(BLK) (RVS)  ERROR  DURIN 
G  SAVE:  i4|"i PRINT  A? :G 
OTO  220 
DOPEN»l, (F$+",P")sIF  DS 

THEN  AS-DSSiP«4iCLOSE 
{SPACE}! iGOTO  790 


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PX  770 


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JE 

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AF 

960 

MK 

970 

KJ 

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DQ 

990 

GET #1, AS, BSt CLOSE  liAD= 
ASC{A5)+256*ASC(B5)tIF 
(SPACEJADOSA  THEN  P»li 
GOTO  790 

PRIST "LOADING  ";F$tPRIH 
TiBLOAD(FS),B0,PtBS) lAD 
■SA+FNAD  (174)  -BS-1 1 F— 2 
*{AD<EA)-3*(AD>EA) 
IF  F  THEN  800: ELSE  PRIN 
T"tBLU}**  LOAD  COMPLETE 
D  WITHOUT  ERRORS  •*"tGO 
TO  220 

GOSUB  950  SPRINT" [BLK} 
{RVS}  ERROR  DURING  LOAD 
I  141" tON  P  GOSUB  810,8 
20,830,840iGOTO220 
PRINT "INCORRECT  STARTIN 
G  ADDRESS  ( " ;HEX5 { AD) j " 
) " I  RETURN 

PRINT"LOAD  ENDED  AT  " jH 
EX$(AD) iRETURH 
PRINT "TRUNCATED  AT  ENDl 
KG  ADDRESS  ( "HEX? (EA) " ) 
" 1  RETURN 

PRINT"DISK  ERROR  "jAJiR 
ETURH 

PRINT "TAPE " J  AD"POINTER ( 
F$)iBANK  1:A°PEEK(AD) lA 
LxPEEKCAD^-I)  iAH-PEEK(AD 
+2) 

BANK  15 1 SYS  DEC("FP6a") 
,0, it SYS  DEC("FFBA"),1, 
1,0! SYS  DEC('*FPBD"),A,A 
L.AHiSYS  DEC(*'FF90"),12 
8iIF  OP  THEN  890 
PRINT  1 A"SA  J  B-EA+1 1 GOSUB 

9201SYS  DEC("E919"),3! 
PRIST "SAVING  ";FS 
A-BS : B=BS + [ EA-SA ) + 1 t GOS 
UB  920tSys  DEC("EAia")i 
PRINT"tD0WHnBLU3**  TAP 
E  SAVE  COMPLETED  **"»GO 
TO  220 

SYS  DEC("E99A") iPRINTiI 
F  PEEK ( 2816 )=5  THEN  GOS 
UB  950 (PRINT" {DOWN} 
(BLK}IRVS1  FILE  NOT  POU 
ND  "tGOTO  220 
PRINT"LOADING  ...IDOWN} 
"!AD=FNAD(2817)  iIP  ADO 
SA  THEN  F-liGOTO  800 i EL 
SE  AD=FNAD(2819)-1jF>«-2 
*{AD<EA)-3*{AD>EA) 
A-BS:B-BS+(EA-SA)+1jG0S 
UB  920  I  SYS  DEC("E9FB")i 
IP  ST>0  THEN  8001  ELSE  7 
90 

POKE193 ,FNLB(A) i POKE194 
,FNHB(A) tPOKE  174,FNLB( 
B) J  POKE  175,FNHB(B) JRET 
URN 

CATALOG  I  PRINT " { DOWN ] 
[BLU]**  PRESS  ANY  KEY  P 
OR  MENU  **"!GETKEY  AJiG 
OTO  220 

PRINT  BE5"ERVS}  quit 
f43";RTS; "ARE  YOU  SURE 
E SPACE }[Y/n:7"!GETKEY  A 
5rIF  AS<>"Y"  THEN  220iE 
LSE  PRINT" tCLRj'iBAMK  I 
5  SEND 

SOUND  1,500, 10: RETURN 
IF  ER'14  AND  EL'-260  THE 
N  RESUME  300 
IP  ER=14  AND  EL3500  THE 
N  RESUME  NEXT 
IF  EB=4  AND  EL-780  THEN 

F=4 I AS-DSS (RESUME  800 
IP  ER«30  THEN  RESUME j EL 
SE  PRINT  ERR$(ER)j"  ERR 
OR  IN  LINE"; EL         H 


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CBM  PRINTERS $45.00  hr. 

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"^ADDfiEss, 


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FACTORY  AUTHORtZED 


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Closing:  3rd  of  the  third  month  preceding  cover  date  (e^.,  June  issue  closes  March 
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phone,  call  Kathleen  Ingram  at  (919)  275-9809. 

Notice:  COMPUTE!  Publ  cations  cannot  be  responsible  for  offers  or  claims  of 
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COMPUTEI's  Gazette     June  1988     99 


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Srol.  A^kF  &  Mod.l 

Dimenjioni  fcqui.fd 

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SPECIAL  covins  WILL  BE  MADE  TO  YOUR 
DIMEN5IOMS.  SEND  YOUR  REOJIttMENTS 
FOR  OUR  tow  PRICE  QUOTES. 

Crown  Custom  Covers 

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What  can  you  do  about  the  ding 
problem  in  America?  Play  LA. 
Crackdown. 
That's  what. 
You're  the  vet- 
eran detective. 
Your  assign- 

the  u-mi.'h>i!-^r,  iiuUi  iin>n' snnw  Uiuw  iti'^'i'-  u  LV/ 

uncover  a  major  ring  bent  on  dis- 
tributing an  evil  s\^^tbetic  drug. 

You've  got  the  highest  of  high- 
tech  surveillance  vans  to  work 
from,  You've  also  got  a  rookie  to 


work  \\ith.  We're  talking  "I'ookie" 
rookie.  Zero  experience. 

You'll  need  to  architect  his 
every  move.  Watch  him  photograph 
clues.  Plant  bugs.Tail  suspects.  And 
question  everyone  from  seedy 
thugs  and  crooked  chemists  to 
slick  international  heavies. 

You'll  also  need  to  draw  on 
every  strateg)'  brain  cell  available. 


If  you're  not  thinking  eveiy  nninute, 
you  might  just  spend  all  evening 
waiting  on  a  street  corner  for  a 
suspect  who's  never  coming. 

LA.  Crackdown.  If  you  think 
your  neiT/ous  system  can  handle 
the  suiprise  action  and  tricky  men- 
tal clues,  there's  only  ^ 
one  thing  you  needj 
todo.MovetoLA. 


L.A.CRACKDOWN 


Commodore  6'f/ i'JS.  fiiM& 


BY 


Game 

Pure-Stal  Baseball's  underlying  statisiial  framework  simulates  the  realities' 
of  base  hill  1  like  never  before.  Within  this  framework  the  program  considers 
eadi  player's  baiting  swtiMks  ag;iiiisi  both  LEFT-  anil  RlGHT-haiideil  pitchers, 
wliere  available,  and  piicliers  stats  vs.  both  LEtT-  and  RICIIT-handed  bat- 
ters, Kvery  player's  helding  and  base-running  ahlllties  are  also  eonsidercd 
(an  important  factor  wlR>n  attempting  to  steal  a  base,  etc.) 

Select  the  team  you'd  like  to  manage,  then  pick  the  team  you  want  to  play 
against.  Every  team  from  the  1985  season  is  accurately  represented,  along 
with  eight  classic  teams  from  the  past.  Determine  vour  starting  lineup, 
designate  a  starling  pitcher,  and  make  player  subslitutions  when  necessary 
Vou  tall  ihe  plays,  offense  and  defense  In  a  one-player  game,  your  com- 
pnter  opponent  displays  un-eanny  intelligence  in  reacting  to  your  managing 
decisions. 

Manager'.s  Furictions 

Built-in  manager's  functions  provide  e.xtra  versatility.  The  Trading  function 
gives  you  the  opporlunity  to  create  the  "what  if"  team(s)  you've  always 
dreamed  about.  With  iliis  function  you  can  have  Dwight  (kxulen  playing 
with  Mickey  Mantel  and  Hahe  Ruth.  Or,  if  ycni  like,  you  can  form  ytmr  own 
draft  leagues  from  e.^i sting  teams  and  play  against  your  friends  for  your  own 
pennant  and  World  Series. 

The  Stat-Keeper  function  compiles  all  of  the  players'  statistics  for  you  and 
calculates  Halting  Averages  and  pitchers'  ERAs.  You  can  track  your  own  teams' 
performances  and  prim  the  season  statistics  for  your  club  or  league. 

Stadium  Disk 

An  optional  Stadium  Disk  is  also  available  that  lets  you  play  In  any  of  the 
twenty- six  Major  [,eague  stadiums. 


From  Software  Simulations  comes  an  in- 
credibly sophisticated,  realistic,  and  complete 
statistical  baseball  simulation  for  icm,  one  or 
two  players,  (iame  play,  nianager',";  functions, 
graphics,  and  a  complete  statistical  library 
establish  Pure-Siat  BasebalF''  as  the  ultimate 
sports  simulation  program. 

Suggested  retail  price 


Optional  Team  anil  Create  Your  Own 
Team  Disks  Availatile, 

Available  for  C-64/128,  Apple, 

Statistics  -  '  'flMPC 

Pure-Stat  Basebalf "  can  maintain  a  complete  statistical  record  of  each  team 
player's  performance.  You  can  print  all  of  your  players'  year-to-date  perfor- 
mance siailsilcs  at  anytime  throughout  tlie  season.  All  player  slats  and  game 
Box  Scores  can  be  displayed  on  the  screen  or  sent  to  an  external  primer 
for  a  hardcopy  prinuiut.  The  PRINT  TKAM  STATS  function  can  be  used  at 
the  end  of  the  season  lo  determine  your  Most  Valuable  Player,  or  to  review 
your  club's  performance. 

Pure-.Slat  Baseball'^"  also  includes  a  uniijue  Auto-Play  option  that  lets  the 
compmer  play  a  complete  game  In  less  than  three  minutes,  A  whole  series 
of  games  can  be  played  unattended,  and  an  entire  season  of  player  and  team 
statistics  can  be  compiled  over  several  days  with  all  game  stats  printed  out 
for  your  records. 

Discover  for  yourself  Just  how  enjoyable  a  baseball  simulation  game  can  be. 
Pure- Stat  Baseball,'^  the  first  real  baseball  game  on  a  computer. 


VISIT  US  IN  CHICAGO  AT  THE  CES,  JUNE  4-7,  1988. 


Software 
Simulations 


959  Main  Street,  Stratford,  CT  06497 
203/377-4339